Ian Marsh and Peter Darvill-Evans

For Janet and Cherril

Previously published in Great Britain in 1991 by Doctor Who Books, an imprint of Virgin Publishing (ISBN 0426 203623) This edition published electronically as freeware in 1996 by Ian Marsh, 113 Aslett Street, Wandsworth, London SW18 2BG E-mail: Copyright © Ian Marsh and Peter Darvill-Evans 1991, 1996 Doctor Who series copyright © British Broadcasting Corporation 1963,1996 This work may be printed free of charge for personal use only. Commercial use is expressly forbidden without the consent and written agreement of the authors


The DOCTOR WHO story The DOCTOR WHO universe The Necromancers: a DOCTOR WHO short story 3 7 9


A brief history of role-playing Key concepts in role-playing Switchback: a solo DOCTOR WHO adventure 22 24 27

Basic concepts Abilities Combat Weapons Death and injury Recovery Poison Falls Suffocation and drowning 33 37 48 53 58 59 61 62 63

Who is the Doctor? Companions Aliens Villains Transport Time Lords and time travel A 500-year diary 65 71 88 106 112 114 118

How to be a referee How to invent adventures The Curse of the Cyclops: a ready-made adventure 123 136 140

Creating characters Safe combat Designer’s notes Advanced character creation Character sheet 152 154 156 159 163



TIME LORD is an unusual book. It is neither a story nor a game: it contains all the rules and information that you need to invent your own DOCTOR WHO stories and to take part in games based on them. Taking part in a story is known as role-playing and by using TIME LORD, you and your friends can play the roles of the Doctor, his companions and his enemies. You can travel through time and space and face deadly dangers on alien worlds without leaving your living room. You don’t even have to wear outlandish costumes — although you can if you want to! All you need is this book, some pencil and paper, at least two ordinary six-sided dice, a group of friends and a fertile imagination. If you want to know more about DOCTOR WHO, read Part One of this book. It contains a brief history of the television series, an explanation of the most important concepts and a short story to give the flavour of a DOCTOR WHO adventure. If you are familiar with DOCTOR WHO, you can skip Part One. If you want to know more about role-playing games, read Part Two of this book. It contains an introduction to the idea of role-playing, an explanation of the most important concepts, and a short solo game to give you some idea of what it is like to play a simple role-playing game. If you are familiar with role-playing games, you can skip Part Two. Part Three is the heart of TIME LORD: it contains all the rules that allow you to take part in a game based on a DOCTOR WHO story. Part Four is the main reference section and will be invaluable both for playing a role in a game and for creating new adventures. In Part Five there is a ready-made adventure for you and your friends to play. This part also explains how to invent new stories to continue your adventures in time and space.

Some technical terms are inevitable in a book of this nature. They will be kept to a minimum, however, and will be fully explained when first mentioned. The following terms will be used throughout TIME LORD to avoid confusion. DOCTOR WHO (the BBC television programme and the universe in which it is set) and TIME LORD (this book) will always spelled in capital letters. And what is a Time Lord? A Time Lord is a member of the ruling elite on the planet Gallifrey. The Doctor, the main character in DOCTOR WHO, is a Time Lord. Titles of books and television stories will be written in italics. For instance: Doctor Who — Survival by Rona Munro is the novel based on the DOCTOR WHO story Survival that was broadcast in 1989. Now, if you’re ready to dematerialize, we’ll take off into time and space. Ian Marsh and Peter Darvill-Evans April 1991

TIME LORD and DOCTOR WHO have had one thing in common over the past few years: both have been unavailable to fans. Behind the scenes, however, work has been progressing on new versions of both. The wider availability of the Internet and its suitability for electronic publishing has made it possible for some time to put TIME LORD on the World Wide Web. What has been lacking is a number of files from the original typescript — files that over the past few months I have been rekeying. During that time, Peter and I have arranged to have the rights to TIME LORD reverted to the authors; Peter has also very kindly allowed me to go ahead on my own and republish the book electronically so that it once again becomes available to fans of DOCTOR WHO and gamers alike. What appears here is substantially the same as the original work. The Templar Throne, however, is no longer included, and an adventure I originally wrote for Marvel’s Doctor Who Magazine — The Curse of the Cyclops — takes its place. While The Templar Throne is an excellent adventure, it is a little too complicated for a first game. There is now also a full character generation system for human companions, which joins the appendices at the back of the book. A few words of caution: the files that comprise this edition are based on the pre-edited version of the game, so there may be a few differences. If anyone spots them, it would be greatly appreciated if they could point them out. I intend to release this version of the game in several forms. The first is rather exclusive: Postscript files that can just be printed out. More ambitiously I hope to release a version that can be read on a Web browser in small chunks, which should make accessing particular points far easier. I also intend to put out Ascii, Word and WordPerfect versions, but all this will take time. Be patient. Ian Marsh Wandsworth, London, June 1996 E-mail:



a runaway from a civilization that had the power to control time and space and which has a strict policy of non-intervention in the universe — a policy that the Doctor abhors. the first of the many terrifying and megalomaniac races of monsters that were to cross his path again and again. with a succession of glamorous female companions and a penchant for gadgets and fast cars. a schoolgirl who claimed to live in a police telephone box in a junkyard. kind-hearted and iron-willed. science fiction themes and terrifying monsters. He met the Daleks. but here is a brief history of the programme to provide a context for later references. an irascible old man known as the Doctor. the Doctor collapsed on the floor of his TARDIS and his appearance began to change. allowing a new actor to take on the role. the Master and the Rani — old enemies that the Doctor has fought again and again all over the universe — have become almost as well known as the Doctor himself.DOCTOR WHO — TIME LORD THE DOCTOR WHO STORY The British Broadcasting Corporation’s DOCTOR WHO is the world’s longest-running science fiction television programme. however. the first episode of the first DOCTOR WHO story. 1970 After a gap of six months — an unprecedented break in the hitherto weekly output which suggested that the programme’s future had been in doubt — DOCTOR WHO returned. but half of the First Doctor’s adventures were set in Earth’s history.’ explained Susan — a spaceship capable of travelling in time. 1963. and portrayed the Doctor as a cosmic hobo. and her grandfather. have been temporary time-travellers with the Doctor. the home planet of the Time Lords. Most important of all. infinitely flexible TARDIS. but they are not unknown in other countries: the BBC has sold DOCTOR WHO to television stations in sixty nations all round the world. Jon Pertwee. Daleks and Cybermen. making history exciting and accessible for a young audience. the day after John Kennedy was assassinated in Dallas. the Daleks and the Cybermen. 1963 William Hartnell played the first Doctor as an old man: eccentric. 3 . Directors were able to call on a range of special effects and do a certain amount of outdoor shooting. has been revealed. Yet they knew they were seeing something special. and in the second story the Doctor took his ship to the faraway planet of Skaro where he came up against the Daleks. each of them adding something to the Time Lord’s complex personality. the strong characterizations of the leading players. that he had little idea of how to navigate it and that it was defective anyway. was broadcast on Saturday 23 November. they had no idea that they were watching the beginning of a legend. an untidy and deceptively simple clown. And something of the Doctor’s origins on Gallifrey. head of drama at the BBC. faced with the problem that his leading actor had to retire from the programme. had envisaged DOCTOR WHO as an educational series for children. Patrick Troughton’s Doctor met for the first time the Yeti and the Ice Warriors. science fiction ideas began to creep in. and had several confrontations with his old enemies. The Doctor would hop back and forth through time. modern studios at the BBC’s new Television Centre. From the very first episode. The programme revealed that the Doctor had ‘borrowed’ his TARDIS. but also erratically brilliant. Sydney Newman. Seven different actors have portrayed the Doctor. The programme was now made in large. The DOCTOR WHO producer. was dashing and debonair. Patrick Troughton inherited the TARDIS. The War Games . in the role of the Doctor. They were introduced to Susan Foreman. Details of the DOCTOR WHO universe will be found in Part Four of this book. grey and typically British autumn evening and peered at the flickering black-and-white images on valve-powered television sets. the programme was shot and broadcast in colour. forgetful and bad-tempered. 1966 At the end of The Tenth Planet. They were amazed to find that the police telephone box was larger inside than it was outside and that it was in fact a TARDIS — ‘It stands for time and relative dimension in space. invented a crucial element of the Doctor’s make-up: he can regenerate his body when it wears out. An Unearthly Child. the story that introduced the Cybermen. The viewing figures made it clear that the right mixture of ingredients had been found: the wonderful. 1969 During two and a half years. The wealth of information that has been generated during almost thirty years of DOCTOR WHO stories provides a comprehensive background against which new adventures can be set. As viewers huddled round their living room fires on that cold. most of them young Earthlings. In the last of the second Doctor’s adventures. The characters and monsters from DOCTOR WHO are now household names in Britain. the Doctor has taken his TARDIS into more than a hundred and fifty adventures. In the three decades that have elapsed since that memorable November evening. it was revealed that the Doctor was a Time Lord. Scores of companions.

1979 DOCTOR WHO was launched in the United States. Viewing figures rose dramatically and the first of many complaints about the programme’s excessive violence were heard. Some of the third Doctor’s stories had already been shown. His body started to regenerate. the campaign about the programme’s violence and alleged unsuitability for children reached a climax.DOCTOR WHO — TIME LORD Within the third Doctor’s first year on television he had met for the first time his most implacable foe. 1972 The Daleks returned to the screen in Day of the Daleks after an absence of five years. played by two actresses across sixteen stories. a new producer was brought in under instructions to tone down the elements of horror in the programme. however. most of it consistent. the last producer of DOCTOR WHO. the second half of the 1970s was full of detail. After apparently falling to his death. but now the BBC had signed a substantial deal with Time-Life Television. More was revealed about the origins of the Daleks and there were confrontations with Cybermen and Sontarans. at the time of writing. nor has it been so large since. DOCTOR WHO started to unleash a series of hard-hitting suspense stories. was herself a Time Lord. The audience for DOCTOR WHO in Britain had never been so large. Two stories were set on the Doctor’s home planet. but in the following year even this stupendous achievement was topped during one story. The fourth Doctor’s longest-standing companion. The first American convention took place. and he had confronted the Autons and the Silurians. DOCTOR WHO was an immediate sensation and American fan clubs sprang up even more prolifically than the British clubs had. the Doctor’s robot dog. but in general the fourth Doctor explored new territory in original stories. an evil renegade Time Lord. At the same time. He also joined forces with UNIT which. under its commanding officer Brigadier Lethbridge Stewart. 1977 The longevity of DOCTOR WHO. These stories helped the programme to impressive viewing figures: eight million British viewers now watched DOCTOR WHO. The first DOCTOR WHO convention was held. 1981 The Master returned after a long absence — and his machinations were the on-screen rationale for Tom Baker to relinquish his seven-year hold on the role of the Doctor. On screen. as well as a new producer and script editor. Peter Davison became the fifth actor to play the Doctor. and when a new season of stories began at the end of the year. the Doctor regenerated for the fourth time. K9 was retired. The Three Doctors. 1975 With Tom Baker’s almost dangerously exuberant portrayal of the Doctor. was to become a mainstay of the programme for many years. The BBC started to sell the programme to other countries. the scientist who had pioneered time-travel technology. K9. Tom Baker stepped into the role to become the fourth Doctor. made his first appearance in stories that continued to fill in the Doctor’s background and provide a coherent vision of the universe through which the TARDIS travelled. a story set on the Doctor’s home planet that included guest appearances by the first two Doctors. 4 . and for the first time most of the audience were adults. the Master. At the end of the year. the third Doctor suffered terrible wounds while defeating the Giant Spiders on Metebelis 3. 1976 Viewing figures for DOCTOR WHO in Britain had exceeded fourteen million in 1975. 1980 John Nathan-Turner became the new and. and as a result the fourth Doctor’s adventures started to be broadcast nationwide. Gallifrey. introduced the shadowy figure of Omega. 1974 Having come up against two new races of monsters that he was destined to meet again — the Sontarans and the Sea Devils — and having been released from his exile on Earth to undergo a series of adventures in space. Some of the features that would characterize his decade as producer became apparent immediately: greater use of video and location shooting and a succession of well-known actors as guest stars. about the Time Lords and the Doctor’s universe. becoming still younger in appearance. its recent surge of popularity. new monsters which he would meet again. and the preponderance of teenagers and adults rather than young children in its audience led to a flowering of DOCTOR WHO fan clubs.

Peri. Cybermen. 1983 DOCTOR WHO’s twentieth anniversary was marked by a special programme. the programme’s long life-span is at first sight its most remarkable feature. At the end of the year and of the first series. The final story. the last DOCTOR WHO story at the time of writing. 1984 Peter Davison left the programme. the climax of the trial. at the end of the 1985 season the BBC announced that DOCTOR WHO was to be taken off the air. now Virgin Publishing. played by Sophie Aldred. In a series of strongly plotted stories that moved away from reliance on cross-references to Gallifreyan history. in which all five of the Doctor’s incarnations. and a special programme. Cybermen and Sontarans. 1990 John Nathan-Turner resigned from the post of producer and the BBC made no announcement about a successor. and Colin Baker was removed from the starring role. in which Patrick Troughton played the second Doctor for the last time. about his home world and its powerful inhabitants. was broadcast at the end of the year. In spite of adventures that featured old enemies such as the Daleks. After almost three decades of DOCTOR WHO. Ace rapidly became one of the most popular of the Doctor’s many companions. the seventh Doctor encountered the Master and the Rani. the BBC bowed to the pressure. and the first three of the season’s four stories were the evidence presented by the prosecution and then by the Doctor in his own defence. the fifth Doctor’s adventures began. and earned renewed critical respect for DOCTOR WHO. K9 and even the Master co-operated to unmask a traitor in the High Council of Gallifrey. the introduction of another renegade Time Lord known as the Rani. Silurians and Sea Devils — and the programme-makers continued to provide incidental snippets of information about Gallifrey and time travel. The result was a worldwide campaign to save the Doctor. Among his opponents were some old enemies — Daleks. Colin Baker became the sixth Doctor in The Caves of Androzani. As the above brief history of the programme suggests. Publisher WH Allen. Sylvester McCoy. pitted the Doctor against both the Master and the dark side of his own character. Brigadier Lethbridge Stewart. having turned as many as it could of the DOCTOR WHO television scripts into short novels under its Target imprint. set about commissioning full-length DOCTOR WHO novels while continuing to publish non-fiction DOCTOR WHO books — of which TIME LORD is one.DOCTOR WHO — TIME LORD 1982 After a nine-month gap. but in the meantime the old stories were being successfully resurrected. the penultimate story of the 1984 season. DOCTOR WHO reruns proved to be one of the main attractions on the BSB satellite and cable television service. The programme’s ratings remained poor. at least compared with those of its heyday. 1986 After a seventeen month gap. DOCTOR WHO returned. 5 . The BBC found that video cassettes of DOCTOR WHO stories — even black-and-white ones from the 1960s — were very popular and a regular schedule of video releases was started. however. The future of the programme was once again in doubt. The Doctor was on trial for his life. the Master. who had been poisoned with unrefined spectrox. the unique appeal of DOCTOR WHO is that it can be seen as one long story. Daleks and Cybermen. companions past and present. and the on-screen chemistry between Sylvester and Sophie helped to lift DOCTOR WHO on to a new level of subtlety and mystery. At the same time gradual revelations about the Doctor’s changing personality. The Five Doctors. a teenage girl from west London. 1985 Colin Baker’s vivid portrayal of the sixth Doctor as an erratic. had been appointed to play the Doctor. the Doctor found a new companion in the streetcredible and somewhat pyromaniac form of Ace. and about his relentless enemies all combined to weave an increasingly complex backcloth to the Doctor’s adventures. Once again rumours abounded about the end of DOCTOR WHO. 1987 The BBC announced that a seventh actor. 1989 Survival. The programme grew from an imaginative but basically educational children’s television show into a science fiction saga packed with action and suspense and underpinned by adult themes. vainglorious genius failed to prevent a slide in the programme’s viewing figures. when the Doctor sacrificed a regeneration on the planet of Androzani Minor to save the life of his companion. The Two Doctors.

directors. and thus create a legacy of DOCTOR WHO ‘facts’ that can be used as the background to new adventures.DOCTOR WHO — TIME LORD The flexibility of DOCTOR WHO’s original premise — a crotchety old scientist of unknown origin takes human beings from twentieth-century Earth as passengers in his seldom-controllable time machine — ensured the programme’s longevity in the fickle world of television fads. script editors and writers of the programme to build layer upon layer of detail and mystery. It also allowed successive producers. 6 .

gives the Time Lords a feeling of detachment from mere mortals. thus complicating the Doctor’s plans and often jeopardizing their success. a species that resembles human beings in physical appearance. and when it eventually wears out it regenerates into a new form. perhaps the most brilliant. The Doctor’s TARDIS is also in need of an overhaul: hardly any of its circuits work properly and the chameleon circuit. but he has made it his mission to protect the weak and combat evil throughout the universe. Two scientists. others.) Each TARDIS. and sometimes he invites one or two of them to accompany him in his TARDIS. with computing power so great that it can decipher the whole of the past. and pay little attention to the rest of the planet or the rest of the universe. It is. present and future of our own universe. They called themselves Time Lords. Companions Time Lords are solitary. set off into time and space to carve out empires of their own. Their simple-mindedness. (‘It’s bigger on the inside than it is on the outside!’ is the usual amazed reaction of anyone other than a Time Lord when first entering a TARDIS. Time Lords As if the development of interstellar travel was not achievement enough for Gallifreyan civilization. however. albeit an artificial and alien one. And because Time Lords have little interest in the universe. Some of these renegade Time Lords leave the Citadel and opt for a hermit’s life in the wilds of Gallifrey. The Gallifreyans. fear and innocence often lead them into danger. very few TARDISes are used. Not surprisingly each TARDIS is an intelligence. The Time Lord known as the Doctor. The Doctor’s TARDIS is a Type 40. but the Doctor enjoys company. usually a young human. these explanations of a few central themes will help you to understand references in TIME LORD. He is hardly ever without at least one companion. there followed an even more golden age of technological progress. The Doctor Although most Time Lords are content to while away their long lives in the formal splendour of the Citadel on Gallifrey. Time Lords live and work in a highly formalized society in the Citadel on Gallifrey. and it can adapt its appearance to blend in with the surroundings in which it materializes. an obsolete model which has a number of interesting features that are missing on more recent versions. in effect. is usually manned by only one Time Lord because Time Lords are solitary by nature. however. particularly that of humans. Their courage and ingenuity. A Time Lord’s life span is much longer than that of an ordinary Gallifreyan or human: his body has tremendous powers of recovery and is very long-lasting. it can expand its interior to any size. coupled with scientific knowledge. Rassilon and Omega.DOCTOR WHO — TIME LORD THE DOCTOR WHO UNIVERSE If DOCTOR WHO is unfamiliar to you. TARDIS The letters TARDIS are an acronym. Gallifrey Gallifrey is a planet in the same spiral galaxy as our own — the galaxy that we call the Milky Way. an artificial universe of potentially infinite size. 7 . humanoid and otherwise. a few of them find the place intolerably dull. erratic and mysterious of them all. The Doctor’s companions are usually confused by their adventures and have no hope of understanding the technology that the Doctor uses. A Time Lord can therefore live for thousands of years. He has developed a particular affection for the unpredictable inhabitants of the planet Earth. standing for Time And Relative Dimension In Space. It has the power to materialize a part of its physical structure anywhere in space and time. In his travels he has met and befriended hundreds of beings. They provide a focus for his general concern for the well-being of the universe. This longevity. driven by ambition and hatred. evolved intelligence and developed civilization way before anyone else in the galaxy: the Doctor once said that they achieved space flight while humans were still living in caves. which allows the TARDIS to change its appearance. Although its physical manifestation is usually small. are often very helpful to the Doctor and he seems to find his companions invigorating and amusing. perfected the techniques of time travel and created the time machines known as TARDISes. time-travelling elite minority became almost a distinct race. has broken completely: the Doctor’s TARDIS is stuck in the shape of a blue police telephone box of the sort that used to be a common sight on London’s street corners a few decades ago. also ‘borrowed’ a TARDIS to escape from Gallifrey. At about the same time Gallifreyan society began to split into two and the educated. who are threatened throughout their history by alien invaders and by the results of their own waywardness. A TARDIS is a Time Lord’s time and space machine and represents the summit of Gallifreyan technology.

as his companions. 8 . William Hartnell was the actor who originally played the part of the Doctor. TIME LORD allows you to create new DOCTOR WHO adventures and explains how you and your friends can take part in them — as one of the regenerations of the Doctor. each of them representing the Doctor after a regeneration.DOCTOR WHO — TIME LORD More than a hundred and fifty of the Doctor’s adventures have been broadcast on television since DOCTOR WHO first appeared in 1963. and six other actors (so far) have taken on the role. Although many elements of the Doctor’s character remain fixed. the second Doctor and so on. allies and even as his opponents. each new body he inhabits seems to have its own quirks. the various Doctors are identified by referring to them as the first Doctor.

tone and content of a DOCTOR WHO story to readers who are unfamiliar with the television programme. ‘And anyway we can’t drink a toast. she thought: Olberan was one of the few New Starhomers to carve out a career off-world and she had hoped that he would have returned to the planet with a repertoire of fascinating tales. Marna Grard’s giggle broke the silence. Kereban darling?’ she said. For the third time that evening Kereban’s foot touched hers. Teri.’ Terellion gave him one her most encouraging smiles.’ Marna was babbling heedlessly. ‘I expect you find us very boring and provincial compared with the jet-setters and the wheeler-dealers on the Core Worlds. ‘No. sighed and shook his head.’ he said. Teri. it is not possible to print the whole story: if it were printed here in full it would take up most of the book and there would be no space left for the rules of the TIME LORD game. ‘because my glass is empty!’ ‘She’s been sinking neat nirvana all evening. The senator was flirting with her. moving her feet out of range.’ There were murmurs of agreement. ‘More of that delicious nirvana cocktail please. ‘What’s the matter. it is intended to give some idea of the structure. too. surely. The gracious acknowledgement of compliments was second nature to her and Kereban’s little speech would not divert her attention from the business of managing a successful social occasion. of course!’ she exclaimed. ‘Not to independence. because everyone’s mind was on independence. Terellion felt uneasy. She blamed herself for inviting disparate people to such a formal. and she was rather proud that she was once again setting a trend — this time by daring to introduce a distinguished opposition statesman as the guest of honour at one of her soirees. irresistible and yet elusive. extending a slim hand across the table. Olberan was sitting opposite her with a scowl on his dark. Other guests. If he had. a mischievous smile flitted across his impassive. The date was wrong. and considered what she should do about Marna Grard.’ Kereban said to Terellion in a whisper that she suspected he knew was too loud to be discreet.’ he said. Terellion smiled prettily and lowered her face. ‘don’t forget we’re about to have a toast. she knew that. How annoying. ‘and go easy on the fruit juice.’ Marna carolled defiantly. this is followed by a synopsis of the rest of the story and notes that point out some of the characteristic features of a DOCTOR WHO adventure. When every face at the table was turned expectantly towards him. Another one of the things we have to thank Hortan Velid for!’ Terellion heard Kereban’s muttered curse. merited her attention now. Terellion Pang: beautiful. She knew that hers was the first dinner invitation that Kereban had received for weeks. Terellion steeled herself to interrupt. raised her glass and tipped its contents between her wide. more at home on the Rim. She beckoned her manservant to her side and told him to refill the guests’ glasses. were brilliant and her pupils hugely dilated. The conversation dwindled into silence as the drinks were poured.DOCTOR WHO — TIME LORD THE NECROMANCERS This is a fairly typical example of a DOCTOR WHO adventure.’ Olberan glanced at Kereban before transferring his gaze to Terellion. ‘I propose a toast. however. bearded face. CHAPTER ONE: A GHOST IN THE MACHINE Senator Kereban Tod tapped the rim of his glass with his dessert spoon and waited for the hubbub of conversation to subside. ‘Not much time for jet-setters. fingering the string of lustrous green gems at her throat. ‘How interesting!’ she said. Even her own non-aligned faction was treated with suspicion in parliament and with abuse in the holovids. adding that he should dilute Marna’s nirvana with as much naranja juice as he could fit into her glass. He smiled again and turned to the woman beside him. Marna was chattering relentlessly to a goldfleece farmer with glazed eyes. ‘I propose a toast to our hostess. Therefore we have decided to print only the first chapter of The Necromancers . Olberan my dear?’ she said. intimate occasion when a buffet would have been better. Marna’s eyes. deeply lined face. Unfortunately.’ he announced. he was keeping them to himself. She was almost taken aback by the directness and brilliance of his blue eyes. gifted. ‘You’re not going to tell us you’re an eleventh-hour convert to the Velid persuasion?’ She giggled again. my fellow senator. on the other hand. ‘Marna. ‘Don’t tell me you’re not wearing yours. crimson lips. anyway: 9 . ‘Didn’t hang about at the Core. She should have held the gathering in the upper hall. And wherever did you find that gorgeous necklace?’ Marna looked round in confusion.’ she called out. and finally focused on Terellion. ‘It’s starjade. and she hadn’t the heart to discourage him: his party had lost its traditional hold on power and these days it was distinctly unfashionable to consort with opponents of independence. she realized with the intuition of a practised hostess that her guests seemed nervous too.’ Terellion allowed none of her annoyance to show in her expression. Kereban looked at her for a moment. and provider of dinner parties that are havens of serenity in these troubled times. but watched her guests from beneath her long eyelashes. She turned away from him.

The meal was over and she would understand if the guests started to make their excuses soon. an autofocus zoom camera. She paused only briefly: she was accustomed to the strange powers of the TARDIS. she stuffed a couple of cans of nitro-nine and a Jazz Messengers tape into a black rucksack that she slung over her shoulder. and wasn’t a kid any more. Terellion looked where she was pointing but could see only the dark doorway. Ace thought as she tried to pick a good time to interrupt his reverie. ‘Oh my god. ‘Sebaran. was too gloomy. ‘was Marna’s husband. sat on it and ransacked the drawers in front of her. pale panama hat and question-mark-handled umbrella hung on the coat stand. an old buffer who should be looking after his prize roses and tending his orchard. ‘I’ve had about enough of this. ‘Sebaran!’ she shrieked. He had made a slight adjustment to the interior structure of the TARDIS so that Ace’s room was now connected to a walk-in wardrobe. Ace had wandered in and had been meandering for hours through a labyrinth whose walls were racks of costumes. complete with a wickedly sharp hunting knife in a leather sheath. things hadn’t gone too badly. she pinned it to one side so that it fell in a curtain concealing half of her open. She pulled on her favourite jacket. staring wide-eyed at the guests. The brief ensuing silence was shattered by the sound of breaking glass. with its tapestries and dim candelabra. A one-piece jump suit of silvery material had attracted her at first. And who the blazes is Sebaran?’ Terellion was concerned about Marna. ‘Terellion!’ ‘Terellion!’ the other guests shouted. The bed was the least noticeable thing in Ace’s room. books. perhaps — on the inside than it looked from the outside and it played the same sort of tricks with time. It might be a scaly alien with tentacles or a bit of all right like that Robin Hood on the telly. he might land the TARDIS somewhere as cold as Iceworld. but had abandoned it because she thought the Doctor wouldn’t approve.DOCTOR WHO — TIME LORD this little dining room. She would know better next time and. She managed to find mascara. so why can’t he look a bit more lordly? He looks likes a gormless gardener. lipstick and green eye shadow. the black satin one with badges all over it and Ace embroidered in big red letters across the back. it was bigger — infinitely bigger. strode through the nearest doorway and found herself back in her bedroom. she told herself. She pouted her full lips. west London. The Doctor didn’t look up as she came in: he had his index finger to his lips and was lost in thought. He was in the control room. and went to find the Doctor. as she had expected. but then again you never who you might bump into when you stepped out of the TARDIS. but had decided that the crinoline might get in the way if she needed to move fast. Jason Connery’s clean-cut portrayal of the mythical outlaw lingered in Ace’s memory: it was one of the last television programmes she’d seen when she lived in Perivale. square-jawed face. because Ace couldn’t be bothered to prowl the corridors looking for the TARDIS’s laboratories every time she wanted to brew up fresh supplies of explosives.’ She turned.’ *** Wear something suitable. ‘What’s she staring at? I can’t see anything. The whole point of the TARDIS was that it transcended the dimensions of space and time. standing next to the central console and gazing at the time rotor as it rhythmically rose and fell. She had tried on a gown from eighteenth-century France.’ he said. she piled it on top of her head. it’s Sebaran! He’s come back to me!’ Marna shrieked. It was a waste of time. the planet on which he had found her. she glowered at her reflection as she inexpertly applied the make-up.’ she told her reflection. she picked up her latest toy. She stood in front of a full-length mirror and experimented with hair styles. She dragged a stool from a workbench to her dressing table. Anyway. although she couldn’t be bothered with it most of the time. ‘If the Professor won’t tell me where we’re going. A large part of the room was occupied by benches covered with chemistry apparatus. And she couldn’t understand why she had thought the gronkey would be a talking-point: the animal had sat motionless on its perch throughout the dinner. Terellion instructed the manservant to call an ambulance. but pleased that her party would be remembered as eventful. Marna pointed to the door and screamed. Ace wasn’t exactly sure how old she was anyway: it was a long time since she’d blown herself up in Perivale and found herself on Iceworld. his crumpled jacket. anyway. Marna was having some kind of seizure and everyone was on their feet and yelling incoherently. blew herself a kiss and grimaced laughingly. partly because it was concealed under a pile of discarded clothes. but when she had tried it on she had decided it made her look like a refugee from a low-budget science-fiction television show. ‘Too much nirvana. She thought she looked young without a bit of make-up.’ he said. 10 . But she felt older and she thought she looked a bit older: perhaps she was eighteen or nineteen. ‘Ladies and gentlemen. He’s supposed to be a Time Lord. electrical components and audio cassettes.’ she said to Kereban. ‘Sebaran! Can’t you see him? Look! He’s coming in! Sebaran!’ Kereban leant towards Terellion. She pulled her shoulder-length brown hair into a pony tail. She was growing up. He died six months ago. Kereban rose to his feet and lifted his glass. She had found a daring little bikini made of animal skins. the Doctor had said. after all. how am I supposed to find anything to wear? I’m off. at least.

’ the Doctor said. yes. ‘I think so. ‘You must be able to remember police telephone boxes.’ Ace smiled and shook her head. Professor? Better than the usual gear. And I rather like the idea of being seen as a gardener — it’s an appropriate analogy in a way.’ the Doctor would say in exasperation. but then again. ‘You what?’ ‘Beauty of Bath. She spread her arms and pirouetted to draw the Doctor’s attention to the clothes she was wearing: exactly the same kind of clothes as the Doctor had seen her wearing hundreds of times before. however. ‘We’ve landed. it would have thought itself in hell. anguish and desolation. Her conclusion was: the TARDIS was mega-huge and there wasn’t much point in wasting any more time exploring because the Doctor could rearrange it anyway. The intelligence mentally curled itself into a ball and crept into a corner.’ the Doctor said gravely. disordered thoughts. ‘Oh no. are we? I can’t stand much more of the late twentieth century. ‘Er. Ace never ceased to wonder at herself. but she had taken a portable computer with graphics software and enough memory cards to store the architectural plans of every building in London. then. He turned to look at the console. I didn’t mean to. ‘It’s rude to listen in.’ ‘Sorry. So she could never quite become accustomed to the fact that when the TARDIS materialized in physical form. It was drowning.’ he began. He straightened with a grin. She hadn’t used many of the cards: she had given up when she started limping. Ace. On her next attempt she had dispensed with the provisions. Time Lord or gardener. but for how long it did not know. ‘Yes. The intelligence had little concept of any emotion yet the thoughts of the others consisted of almost nothing but pain. it was their contents that were unbearable.’ Ace could feel herself blushing.’ ‘Like I keep telling you. overwhelmed by the others. he was uniquely the Doctor. scratched his head and then raised his eyebrows. Professor. the time rotor subsided and remained still. concern and responsibility in the furrows across his forehead and alongside his mouth. frowned. The intelligence knew immediately than the others were unlike itself. I’m not setting foot outside the TARDIS.’ said the Doctor. size and appearance of a police telephone box: a rectangular. dark blue box surmounted by a flashing blue light. the others who were also intelligences but were unlike. one of my favourite apples. The first time she had set out from the control room with a rucksack full of provisions.DOCTOR WHO — TIME LORD ‘Beauty of Bath. If the intelligence had any conception of an afterlife. It ripens early and has a fine ruddy colouring. the intelligence was suffocating. checking the controls again. fear. His face contained his character: intelligence and cunning in the sharp blue eyes. Ace.’ Ace let her arms fall to her sides. The intelligence feared that it had been asleep for a very long time. Now it had woken. The trauma had almost finished it: the intelligence had been unprepared for such swirling. they just sort of crept in while I wasn’t thinking of anything else. determination in the jut of his chin. How much of her thoughts had he read? ‘Don’t do that!’ she said crossly. alien. travelling through time and space with an alien who looked like a funny little man. Doctor. because the TARDIS’s corridors were well equipped with food dispensers. ‘Well I’m not. ‘A very good choice of garments. ‘The TARDIS materialized like this when I landed on Earth. OK?’ The Doctor looked smug. ‘Most people are happiest in their own era. or had been woken. which had been terrifying enough.’ said the Doctor. None the less it had tried to make contact. And if we land anywhere near sodding Perivale. We’re not going to Earth again.’ Ace said. The others continued to arrive. Ace. ‘New Starhome it is! Shall we take a stroll?’ *** The intelligence was suffocating.’ After a final laboured surge. eh?’ ‘Eminently suitable. all right? Anywhere else is better — and stop looking so pleased with yourself. they were before my time. ‘You what?’ A sudden thought occurred to her. she rarely ceased to enjoy it. the thoughts were little more than an irritation. It had been asleep. *** On a couple of occasions Ace had tried to map the interior of the TARDIS. touched a few buttons. weren’t they? Anyway. Ace.’ The Doctor’s smile broadened. ‘How about —’ he ran his finger down a flickering display ‘— New Starhome?’ ‘Is that where we’re going?’ Ace asked sceptically. In themselves. but then the others had started to arrive. a pencil and a pad of graph paper: she had turned back when she had run out of paper. I thought the whole point 11 . it did so in the unassuming shape. At first it had been alone. ‘What do you reckon on this clobber then. and laughter in the crow’s feet next to them.

Ace poked her head round the exterior door and saw that this time the battered blue box had landed in more congenial surroundings than was often the case. standing back to view the TARDIS against the white.’ the Doctor said.’ she said. He doesn’t know which way to go. Ace. pillared terraces. glossy pelt that seemed to shimmer with shades of emerald and aquamarine. ‘Well. ‘You know. ‘Where to. Anyway. ‘If you like. We’ve got to go. ‘It’s a bit of a blot on the landscape. The Doctor swept past Ace. Look at these buildings. And?’ Ace looked up at the sky. coming to stand beside him.’ ‘A bit of a chance?’ ‘Yeah. The gronkey didn’t so much as twitch as the shutter clicked. Interesting architecture. Don’t they know about spray paint? Guy I used to know could autograph this lot in half a minute. The square was paved with pale marbled flagstones and the surrounding buildings were faced with dazzlingly white plaster. was peering from side to side and lost in thought. Ace. I’ll get round to mending it one of these days. it’s like you said. hooked the handle of his umbrella through the strap of her rucksack and pulled her stumbling out of the TARDIS. Two wide avenues and several narrow alleys led from the square. ‘You can tell by the shape of the doors. ‘He’s chained up like an animal.’ ‘I might have guessed you’d get lumbered with a prototype. ‘The inhabitants are human..’ the Doctor would say. that bloke grinning down at us from all those posters looks like an ordinary human. No one had been surprised to see the TARDIS appear: the square was deserted. With no sign of fear its huge black eyes watched the time-travellers approach. I suppose it’s because they look like green monkeys. I remember meeting one of these before. ‘Mmm?’ The Doctor looked at her.’ she said. ‘Don’t dawdle.’ the Doctor said in a tight voice. ‘It looks intelligent. The Doctor. but Ace could see as she followed the Doctor’s cautious approach to the portico that the creature was covered with a dark. ‘Professor! Oi. which the Doctor had left open. but whose future. meanwhile. New Star-something. yes.’ ‘I hesitate to apply such gross simplifications to a complex transdimensional concept. middle-aged man.’ The Doctor winced. ‘There you are at last. Ace.’ ‘I wonder.’ ‘A minor malfunction. ‘The chameleon circuit is a very sophisticated piece of technology. and as it’s called New Starhome it must be a space colony. are you sure the natives are human? What about that chap under the arches?’ The Doctor’s gaze followed Ace’s pointing finger. that was it. Street art. does it? Everywhere we go the TARDIS sticks out like a Dalek at a peace conference. But was it before or after this. if you ask me. she thought. or similar. So we must be in the future. ‘Are we playing another guessing game?’ she said.’ he said. A small figure was standing in the shadows beneath a pillared portico. 12 . I never seem to have the time.’ Sometimes Ace suspected that the Doctor didn’t have the first idea how to fix the chameleon circuit. of course. ‘but in essence you’re near enough. it’s called. as if they had never had this conversation before. Ace. Ace turned and closed the door. The TARDIS had materialized at the corner of a courtyard. Professor. It was turquoise. It’s not Earth. anyway?’ he said. I wonder?’ ‘Earth’s future.’ Ace said. Ace. squinting at it through the viewfinder of her camera. Doctor?’ she said.’ ‘More like a green panda. Doctor?’ Ace whispered when they stopped an arm’s length from the creature. I suppose. isn’t it?’ ‘New Starhome. He was staring angrily at the chain that connected the gronkey’s collar to the circular handle of the door. There was a slang name for them. The Type 40 TARDIS was the first in which it was fitted.’ He stared into the gronkey’s deep unblinking eyes until Ace nudged him. Ace thought. had found the first sign of life. which way?’ Shaking her head. At other times she thought that he’d become accustomed to the police box shape and enjoyed the consternation his craft caused wherever and whenever it appeared. They’re taking a bit of a chance with all these white walls.DOCTOR WHO — TIME LORD of this materialization business was that the TARDIS blended in with its surroundings?’ ‘Quite right. ‘What is it. isn’t it?’ ‘All right.’ ‘Very good. ‘Why doesn’t it say anything?’ The Doctor didn’t reply.’ The Doctor stroked his chin as he peered up at the giant pictures that stood on the rooftops. It doesn’t work. It was humanoid and stood upright.. Gronkeys. that’s the question. but I’ll bet he pretends he’s just admiring the town planning. ‘He’s being kept as a pet. in the centre of the square. ‘Come along. If you’re into neo-classicism. Each showed an identical image: the smiling face of chubby. ‘What do you make of the place.’ the Doctor muttered. But she could never resist a challenge. I seem to recall.’ What I like has nothing to do with it.’ ‘Does it matter?’ ‘I rather think it might.

the Doctor looked round. mate. ‘We’re not teasing it. too. unless we hurry along. Listen. I don’t want to miss the signing. Having reprimanded Ace and the Doctor. therefore. The man stopped.’ Happid said.’ Ace still didn’t like him. ‘Great shot for our viewers back home. 13 . He is a great man. although the intelligence somehow knew that the message was not intended for it. ah. and the words that went with the things. old chap. The intelligence had understood very little of what it saw in its visions. Professor. The intelligence knew that the others recognized the things as having life.’ ‘Doctor. The visions were like the input that the intelligence used to receive from the machines. but the thoughts of the others were incoherent. The most permanent thing in the hallucinations was known to the others as a colour. he showed no sign of interrupting his progress. raised his hat and strode towards the man. living things.’ *** When the visions had started. Pleased to meet you. She clutched the Doctor’s arm. mate!’ she yelled. ‘You’ve come to the wrong place.’ she said.’ he said.. even though some were green and remained stationary whereas others moved and were sometimes other colours. ‘Is the ceremony taking place here?’ ‘Unfortunately not. creator of our planet’s destiny. we’ll get you out of this..DOCTOR WHO — TIME LORD ‘Snap out of it. ‘Remarkable how they’ve managed to miniaturize these holovid recorders. ‘Now I really must get along..’ he said. it would have drawn on the brood’s strength to drive out the madness.’ the man said. ‘We’re just having a look. the intelligence plucked recognition of the things in the visions.’ The Doctor leant forward and tapped the camera.’ ‘Happid. another who was full of confidence rather than fear. But it was surrounded by the others. We had hoped that we would have the honour. You’ve been misinformed. glancing at the sky. The others. all right?’ The Doctor smiled. ‘I didn’t realize one of you was. It had no vocabulary to describe the things that appeared. Hortan Velid’s home town.’ she hissed. his voice shaking with emotion. Ace hurried to catch up.. ‘Oi. quite amazing. you can hear the crowd cheering.’ Happid said. Suddenly it was aware of another: another whose thoughts were not chaotic. recoiled from the intelligence.’ The Doctor had been making a few deductions. *** ‘You young people! Stop teasing that gronkey!’ The voice was perfunctory rather than angry. The other was speaking and. Even if it had been alone. You’ve come a very long way to holovid our celebrations. Under his arm he was carrying a placard on which was a smaller version of the posters that overlooked the square. ‘Thanks. my dear. good morning. I mean I didn’t see that the young lady was with her er. the hallucinations offered some respite from the relentless torture. ‘this is Hortan Velid: our governor and leader. disorganized and so full of pain that the intelligence recoiled as soon as it made contact. From Earth. too. endless green. ‘Earth technology. Who’s the bloke in the picture?’ Yorovan Happid was shocked. ‘Footsteps: someone’s coming. some of them moving: the intelligence was adrift in a vision it no longer tried to understand. isn’t it?’ ‘Er. ‘Good. But the machines no longer functioned and no input was possible. but the ceremony had to be held in Central City. The intelligence had come to realize that its probings increased the fear of the others. a green sash was looped over one shoulder. The intelligence would have liked to interrogate the others to acquire more information about the things in its hallucinations. the visions. He held up the placard and stood to attention with the poster’s genial face next to his own.’ Ace lifted the camera and snapped Happid and his placard. were hallucinations. Among the green there were smaller things. and he noticed her camera. are we. drowning in a storm of the others’ terror and agony and hopelessness. From the tempests of anguished emotion that were the thoughts of the others.’ the Doctor said. the intelligence had assumed that it was going insane.’ ‘Quite all right. warmth.’ the Doctor said. ‘This. eh?’ He gazed at Ace in awe. the other was saying. It was green. Ace was incensed: she hated being wrongly accused. ‘Yorovan Happid. it would have struggled against the hallucinations. This is the town of Pax. Everyone will see it on live hologram transmission — everyone except us. it had retreated into its hallucinations.’ Ace glanced up at the clear turquoise sky and froze. He was wearing a white tunic and white trousers that together had a faintly military look. Don’t worry. ‘I must apologize for my young friend’s abrupt tone. ‘Of course! You’re a reporter. She’s from Earth. ‘So today is Independence Day?’ he asked. If the intelligence had been one with its brood-fellows. it understood the meaning.’ the man said. architect of our independence. ‘And my assistant’s name is Ace. ‘Celebrations? I thought you were off to a demo. Green.’ Ace continued. young lady. Ace turned to see a middle-aged man hurrying across the square.

she didn’t entirely trust him. Doctor.’ Happid shouted over his shoulder as he bustled away to the edge of the square. somewhat half-heartedly. ‘The electromagnetic pattern is still very erratic. the holovids have been reporting stories about people seeing ghosts!’ ‘Ghosts!’ the Doctor mused. ‘They could be. She fluttered her eyelashes. bearded friend could do with a shot of this stuff. on this morning of all mornings.’ Sendet whispered. Tell him you trust me. are we going to watch this independence ceremony?’ ‘I never find flag-waving as uplifting as it’s cracked up to be. She was surprised to find that she felt disappointed. But since the last time she had consulted him. ‘That thing’s giving me the creeps. Don’t come near her with any more of that stuff. Nobody’s going to get in my way!’ Sendet and the nurse launched into a stumbling explanation of the effects of shock. ‘Perhaps your big. ‘Can’t you talk some sense into him. ‘A mild tranquillizer. where would you go if you’d just seen a ghost?’ *** Olberan was being difficult.’ he said. ‘It’s all right. when he had seemed eager to put her under a general anaesthetic for reasons that she had assumed were unprofessional. Barnan?’ she said. Doc.’ he said. Sendet held up the hypodermic plastigraft. ‘Is this really necessary.’ Sendet lifted his eyes to the ceiling in despair. ‘She’s coming round.’ ‘So where shall we go?’ ‘Well. ‘She’d be all right if only you’d let her wake up.’ Doctor Sendet sighed and drew his hand across his lean face. Ace. she would still be in shock.’ the Doctor murmured.’ he repeated doggedly. It’s one of the terms of the treaty.’ she said. ‘It’s just twenty-five milligrams of noctidrine. Terellion’s smile widened. why’s she been out all night?’ Olberan demanded. ‘New Starhome’s the most contented planet you could wish for. ‘No trouble of any kind?’ he pleaded.’ ‘That’ll be the Federation fleet. he was the senior consultant in the second-largest hospital on New Starhome. a ploy which she usually found effective. who smiled weakly. who stopped him.’ The gronkey was still staring fixedly at the Doctor. Sendet applied the plastigraft pad to the sleeping woman’s arm and almost immediately the line on the screen became less jagged as Marna’s breathing deepened. that’s all. He had positioned his powerful body in front of Marna’s bed. ‘You keep your damned drugs away from me. Olberan seemed mesmerized by her eyes. None the less.DOCTOR WHO — TIME LORD ‘Doctor! Over there! Vapour trails! Are they missiles?’ The Doctor studied the fine parallel lines that streaked the sky.’ he explained. He’ll do what’s best for Marna. ‘Now that is interesting. ‘None whatsoever.’ ‘If it’s so mild.’ Doctor Sendet advanced hesitantly and this time it was Terellion. ‘You brute!’ she said.’ ‘You might find that those last two statements don’t necessarily go together. Terellion had done everything she could to avoid a scandal: she had had Marna driven to the hospital in one of her own limousines and she had booked the most expensive suite of rooms for Marna’s sole use. They’re on a trajectory for space. it’s OK with me too. ‘There’s been so little bad news lately. ‘I heard that!’ Olberan roared.’ Terellion nodded. ‘Go on. the symptoms of hysteria 14 . or part of it at least. stepping forward and then leaning back to avoid Olberan’s scalpel lunge. then turned into an O of surprise as the burly off-worlder pulled her close and kissed her. The nurse exchanged a long-suffering glance with Terellion. ‘but they’re not aimed at us.’ The Doctor seemed almost disappointed.’ It was true that Terellion had known Doctor Sendet for years. We’ll have our own police force. Olberan. ‘All the Federation ships will be gone by midnight. If Senator Terellion says it’s OK. Olberan had insisted on visiting the poor deranged woman.’ Sendet tutted impatiently and indicated the moving line on the screen above Marna’s head.’ Happid said. He lowered his hands. I think this woman saw something last night and I’m going to find out what’s going on.’ Terellion smiled encouragingly.’ Happid boasted. Olberan released her. his left hand was curled into a fist and in his right he was wielding a scalpel. Now. ‘Doctor Sendet’s an old acquaintance. And he was making a scene. give Marna the shot. Tomorrow we’ll be free.’ Olberan said with a grin. dragging herself from Olberan’s gaze. ‘But I assume everything’s been peaceful and orderly so far?’ ‘Peaceful? Better than just peaceful.’ Terellion said. ‘If she woke now. Ace began to feel uncomfortable. ‘I just want to talk to her. I’m not pickled in nirvana and I don’t believe in ghosts. She rested her hand on his brawny arm and looked up into his glittering blue eyes. Terellion? Tell him you’ve known me for years. ‘Marna looks so peaceful already. ‘Not many as good-looking as you on the Rim worlds. ‘Come on. As soon as Terellion stopped struggling.

Appearances can be deceptive.’ Terellion shivered as the Doctor’s eyes swept the room and came to rest on Sendet.’ he said. The hands.’ she announced. deep drawers. unsteady hands pushed together the two halves of a metal sphere. Doctor?’ Terellion said. ‘Possibly very wise. An oddly dressed but alert little man and a tough-looking young woman in a black jacket had joined the group and were avidly listening to Sendet and the nurse.’ he said. Report back as soon as you see any change.’ ‘Is it?’ the Doctor said. extending her hand. Don’t you think you should do something about this?’ He pointed to the screen above Marna’s head. I’m Olberan. Nirvana can do that to you. Whatever it was. and five pairs of eyes watched until the doors had closed again and Marna had floated out of sight. ‘It was too late before we arrived here. He saw the plastigraft pad and sniffed it. He frowned. Sendet ran from the room.’ ‘Hi. ‘Sendet’s been giving her shots all night. The doors opened silently as the bed approached. Who’s the patient?’ Sendet was the first to speak. After all these years of civilization.. ‘You mean. Who’s the patient?’ Terellion decided it was time to exert some control. This is much more interesting than flag-waving.’ he spluttered. Well.’ Ace said. ‘Kindly explain yourselves. Who’s the patient?’ Terellion mechanically shook the young woman’s hand. pushed the drawer into the wall.DOCTOR WHO — TIME LORD and the impossibility of ghosts.’ ‘I think it’s time we had a talk. 15 . it sent her crazy. ‘Do you mean she’s dead?’ Olberan snarled.? There have been rumours. She frowned. ‘Shouldn’t we follow him. ‘Oh yes.. Sendet gave him a filthy look.’ the Doctor and Sendet said in unison. ‘Doctor Sendet! Doctor Sendet! Emergency!’ the tiny loudspeaker screeched. The little man raised his hat. its walls lined from floor to ceiling with wide. ‘I see. ‘That’s what I call an air-bed. mate. Sendet stared at the screen and swore. Terellion stared at them. ‘She’s sedated?’ the Doctor asked.’ the Doctor added. isn’t she. you’re the doctor.’ Sendet stammered. The room was a morgue. I’m sending a patient now!’ He turned to the nurse. ‘The question is.’ Olberan clenched his fists. ‘and.’ Sendet said firmly. along with the machinery and screens arranged around the bed-head. Olberan burst out laughing. ‘but he is the Doctor. One of the drawers lay open: inside it was a still figure covered with a grey sheet. The bed.’ Sendet smiled nervously as the nurse flicked up two switches at the foot of the bed.’ Ace said.’ The Doctor glared at her. uninvited and unannounced. nirvana can be a dangerous substance. ‘Hallo. Ace?’ *** In the basement of the hospital. ‘It’s noctidrine. Terellion was about to step in to prevent an argument when the device on Sendet’s wrist began to bleep alarmingly. ‘Intensive care!’ he barked. The flickering line was almost flat. ‘Take this patient to IC and administer a slow drip of eserine compound. isn’t it. He pressed a button. his lip curled disdainfully. Terellion found herself favourably comparing the big off-worlder’s commanding silence with Sendet’s oleaginous appearance and verbosity. when neither of the two visitors appeared to recognize her name. Olberan merely glowered at them. will anyone see her ghost?’ Terellion gasped.’ the Doctor said. ‘Doctor Sendet to intensive care immediately please!’ Without a word.’ Olberan growled. He pressed a button on a pad strapped to his wrist and lifted the device to his lips. senator.. ‘It’s too late.’ ‘So can some of the cholinesterase blockers. Terellion thought. ‘Would you mind explaining yourselves?’ ‘Sorry. that’s all. ‘The patient is Marna Grard. ‘Twenty-five milligrams. touching his fingertips to Marna’s temples. however. I’m beginning to fancy a bit of rough trade! Terellion was the first to notice that visitors had arrived. ‘I’m the Doctor. ‘She had a skinful of nirvana last night.’ The Doctor shook his head slowly. Terellion fought back her tears and an urge to smooth Olberan’s furrowed brow. ‘Marna’s going to be all right. Olberan. The gloom in the long chamber lightened a little. But I was there. and saw the ghost of her husband. in the quantities Marna was taking. ‘Perhaps. floated free of the wall and the nurse propelled the entire complex towards the doorway with one hand. ‘She’s had a traumatic shock.’ the Doctor replied. the nurse and finally Sendet turned to follow her gaze. trembling with the cold. I’m Ace. Doctor?’ Terellion said. Get a berth ready immediately. ‘I’m Senator Terellion Pang. Doctor: that was no pink elephant she saw. ‘This is Doctor Sendet.. ‘I rather think Marna could do with a second opinion.’ The Doctor and Ace shook his out-thrust hand. imprisoning the black radiance within. by the way. ‘You wouldn’t get one of them on the National Health. ‘An acetyl choline replicant in a slow-release base.’ he said.’ the young woman said. unless I’m mistaken. ‘This is the Doctor. ‘I’m the doctor.

and although he is clearly worried and in awe of the senator he insists that she must submit to a course of medical treatment. the Starhome Guard. where she finds an epaulet that she tore from the shoulder of one of the night-time intruders. 16 . Terellion’s mansion has been broken into and the senator is missing. Velid’s first act as president is to dissolve the senate and give himself emergency powers to rule until new elections can be held. he invests his own paramilitary organization. but the New Starhomers are ecstatic at the prospect of new prosperity and strength. These uniformed giants. Sendet visits her. Terellion is in a featureless cell. can move fast enough to dodge the bullets: the Doctor falls and is surrounded.’ whispered the owner of the hands. The Doctor disapproves of his strident nationalism. befriends Olberan’s pet gronkey and wanders into the garden of Olberan’s house. he suggests that they break into Velid’s villa in Pax. In an operating theatre. who wheel in the lifeless body of the Doctor. seem unnaturally strong: they smash their way through locked doors with ease. Velid declares that the malefactors will be brought to justice. disturbed by the holovid news. saying that there is still plenty of the South Continent to exploit and that many of the islands of the archipelago have yet to be visited. There is very little available. Ace rescues the gronkey and returns to the hallway to see the Doctor caught in the ray from a guard’s gun. the North Continent was known only for its beaches and that the interior was ignored. Terellion agrees to go quietly. The Doctor falls lifeless to the floor. Olberan returns. Terellion begins to admire Olberan and trust the Doctor. Olberan adds that when he was last on the planet. The servants say that she has been arrested. His expedition was a disaster and most of the explorers died. which has remained largely unexplored throughout the centuries of human settlement because of its inhospitable tropical climate and its lack of mineral resources. He is about to open it when he is interrupted by a squad of guards. The crowd acclaims his decisions. He tells Ace that the Doctor is finished and that their duty now is to find and rescue Terellion. a fact which the Doctor seems to find significant. they are carrying weapons. Ace cannot believe that Terellion is one of the senators who hushed up the danger of starjade. not a prison. whose name was Sendet. SYNOPSIS OF SUBSEQUENT EVENTS Reluctantly. He doubts whether anything interesting or worthwhile could come from the North Continent. the cream of New Starhome’s youth. Olberan grabs the grief-stricken Ace and pulls her to safety. Olberan produces an old hunting rifle and opens fire at them. Starjade. The guards. The Doctor and Ace accept Olberan’s invitation to stay the night in the house he has rented. Sendet scans the Doctor’s body and is amazed to find that the Doctor is not human.DOCTOR WHO — TIME LORD ‘Another guest in the hotel. she will be tranquillized and treated anyway. The Doctor recognizes it as part of the uniform of the Starhome Guard. Terellion agrees. he says. with the responsibility of policing the planet. Sendet gloats about her defencelessness and then places a metal globe above her head. but despite the obstruction of the librarian — only increased by Olberan’s brusque manner — Ace discovers that Hortan Velid’s first claim to fame was as the organizer of one of the earliest of the expeditions to the North Continent. he says. She finds the gronkeys a little disturbing. During the night there is an attempted break-in. Ace produces nitro-nine with which she intends to blow up the guards. but when a nurse brings her food she realizes that she is in a hospital. He tells Ace that even now Velid would not dare to incarcerate the glamorous senator in an ordinary prison. Among the few survivors were Velid himself and the expedition’s doctor. but starjade is pretty enough: she says that Marna was wearing starjade when she saw the ghost of her late husband. The Doctor seems particularly interested in gronkeys and starjade. If she refuses. has been found to give off dangerous radiation: he bans it and claims that certain senators knew about the danger but had hushed it up. The next day the Doctor. In place of the Federation Security Corps. telling the Doctor and Ace to escape while he holds them off. Terellion invites the Doctor to her palatial home. but Olberan wants to confront the officials who arrested Terellion. Almost as afterthoughts. The Doctor’s reassurances are interrupted by the arrival of a squad of Starhome Guards. and shows him her gronkey and her collection of starjade jewellery. confused and angry. They escape in his speedpod. which he says has for too long diverted the attention of New Starhomers from the crucial tasks of building the planet’s economy to compete with that of the Federation and other independent planets. Ace and Olberan visit the Pax library to gain information about the North Continent. and Terellion explains that both the friendly. she is strapped to a table. And now that they are the planet’s official police force. Ace and Olberan watch the live holovid broadcast of Velid’s appointment as president of newly independent New Starhome. dark green mammals and the emerald-like stone come from the North Continent of the planet. which Ace foils. Olberan goes to see Terellion.’ There was something hysterical about the nervous laughter that followed. a hover-vehicle. ‘If we carry like this like this. however. Velid makes two further announcements. Velid then bans further exploration of the North Continent. Ace. Ace and Olberan return as the Doctor is explaining that starjade has unusual properties. The Doctor urges flight. we’ll have to build an extension. but Olberan reminds her that the gronkey could be hurt in the explosion.

’ she says to the blustering Olberan. Olberan tries to curb her optimism. She is sure that if the senator is imprisoned in the building. who still has the rescued gronkey with her. Terellion and Olberan are appalled. The Doctor frees Terellion. but he was able to escape from wherever the globe took his life-force. because the North Continent is now out of bounds. She curses herself for her stupidity and urges Olberan to make for the hospital with all speed. Terellion watches aghast as the shroud of dark light withdraws into the globe. Sendet closes the metal sphere. She takes the lift to the basement where she steps out into a dark room that is furnished as a study. Terellion fights back tears as the guards zip up the bag. and therefore able to withstand the life transfer. but she cannot find a way to access them. There is a computer terminal set into a desk. Sendet moves the sphere towards her and she screams. is about to move on when the gronkey demonstrates that the computer terminal is portable by lifting it out of the desk. They decide that the Doctor should be exposed to the Remote Globe. Ace steps into a small circular room: it is a lift. Rambo. ‘Move over. Ace finds no sign of Terellion nor anything else of interest in the sumptuously furnished bedrooms. Ace’s gronkey reaches forward. It was a struggle. The Doctor. sitting alongside Olberan. he manages to disarm one of the guards and use the captured weapon to gun down the remainder. Olberan. and seems pleased when she says she’s going to the North Continent. envelops the Doctor. hearing footsteps. but refuses to let her follow Sendet to safety. Olberan hacks into the security system to gain access to the grounds. Olberan reports that he has found nothing. and sends Ace. but Sendet tells her that the Doctor is alive. Olberan volunteers to descend into the cellars. He is asking for instructions. Then she suddenly remembers that from outside the villa she saw a cylindrical turret. Ace sets up the computer and manages to turn it on. points to Olberan. grabs the trolley. Sendet is stunned. not because she fears the globe but because the body bag is moving: it is being unzipped from the inside. She puts the wheel in her rucksack and. and eventually decides to leave by herself. but he insists that Terellion must be on the premises. says that is an excellent reason for going there. Ace reluctantly agrees to the logic of Olberan’s suggestion that they should split up to search the vast building.DOCTOR WHO — TIME LORD Terellion accuses him of complicity with murderers. This forces Olberan to accompany her. a gothic folly rising from the modern edifice. and he is determined to make Hortan Velid aware of the injustices being done in his name. but the other party seems unsure what to do next. however. The Doctor explains that Sendet was right: he is a Gallifreyan. steals Olberan’s blaster and hands it to Ace. Ace disagrees. Ace takes it and returns to the lift. The Doctor sits up. She finds the entrance to it in the corner of the master bedroom. Terellion overhears Sendet making a telephone call. leaving the Doctor’s body pale and unmoving. Sendet recovers his wits. The Doctor smiles and nods. and runs with it to the speedpod. announces that the transfer has been successfully completed and calls for guards to put the Doctor’s body into a disposal bag. upstairs. which is what he accuses Sendet of trying to create. she conceals the computer. Ace finds the computer’s memory store in the form of a wheel of microcircuits. The Doctor says he can hear the cavalry coming and then everyone in the room is aware of approaching shouts. she reviews the astonishing contents of Hortan Velid’s confidential files. Ace realizes that if they are merely stunned. A senator has almost been murdered. and gives a thumbs-down sign. Velid’s villa is even more grandiose than Terellion’s mansion. is not dead.’ With Ace at the controls the speedpod. which he says might be dangerous. The trolley trundles along the ray-filled corridor. The guards take up defensive positions in the doorway. In the master bedroom. outruns the guards’ pods. Inserting microcircuits at random. He comments that he has just had a remarkable experience that he wouldn’t recommend to anyone. which he wheels into the space between the guards. It is only thinly guarded. the guards round the villa begin to stir. Terellion watches helplessly as the metal sphere is moved above the Doctor’s head and spilt open. tells the Doctor he knows too much and orders the guards to kill him. installed at the controls of the speedpod. but Ace will not be deterred. while Sendet escapes through another exit. He and Ace must search again. holding his head. ‘I’m driving this bus now. too. a ball of blackness contained within the sphere. The Doctor asks Ace where she’s driving to. agrees. He gives the trolley a shove and throws himself flat on top of it. explosions and blaster shots. The door is locked. He was glad to get away. Instead he pushes her into the lower part of an equipment trolley. not a human. Ace opens the door at the other end. 17 . after a rough start. He found it a very miserable reservoir of mental energy. but Ace remembers the security code that Olberan used and finds that it unlocks the door. Dark radiance from the Remote Globe. After telling Ace that using nitro-nine will attract too much attention. He is outraged and wants a showdown. Hearing Olberan approach. he says. is determined to go to Central City. he stresses. she will be found in the cellars. Terellion. shouting over her shoulder for Olberan to stop shooting and follow her. and not a moment too soon: as they return to the speedpod. Sendet tells Terellion that the globe is draining the Doctor’s life. he says: he was surrounded by a crowd of unhappy and disoriented minds and he also found one extremely confused stranger. Ace catches the Doctor’s eye. then it is likely that the Doctor.

as Terellion almost was. The Doctor replies by asking Ace to repeat the information she discovered about Velid’s expedition to the North Continent. Soon there are hundreds of faces surrounding the foursome. They pause at a hole beyond which they can see only a black void. saying that they should all see the terrible truth of the basis of Velid’s new order for New Starhome. clearing undergrowth and digging trenches. Olberan alerts the others to the sound of approaching speedpods: Velid has found them already. in Pax and all over the South Continent. Guards loom over the Doctor and Ace and take aim at point-blank range. There are no doors. the guards close in. As the speedpod circles over the endless rain forest. who have never previously shown any capability of organized behaviour. While the Doctor and Ace run towards the tower. gangs of the creatures can be seen carrying boxes. He adds that Velid’s computer records contain references to a fortified camp in the North Continent. and it becomes clear that the settlement is inhabited: small squads of Starhome Guards look up from their tasks. Olberan and Terellion provide covering fire from the speedpod. staring alternately into the screen of the portable computer and the eyes of the gronkey. but the guards are overwhelmed. they could spend years failing to find it from the air. The largest cluster of buildings is next to the thin tower. disarmed. At its centre there is a tall. The apex of the spaceship is a circular chamber with a conical roof. the Doctor is worried because he can do nothing to stop the guards radioing for reinforcements and he says he and Ace must move fast. Ace works out that the tower is in fact a spaceship. windows. The expedition of which Sendet was a member found the tower and the source of power it contained — power for which the expedition’s paymaster. thin tower: it is leaning and much overgrown with foliage. rooms or corridors. The interior of the ship is damaged and the Doctor concludes that it made a forced landing on the planet. and from its roofs sprout aerials. Olberan leads Terellion in a rescue charge that proves futile and they are captured. and its insides consist of a maze of wiring ducts and hydraulic systems. and that the Doctor is taking them on a wild goose chase. Ace points out that the guards don’t need reinforcements. Ace says there is nowhere to land but in the clearing. each face is a moving mask of abject terror and anguish. cannot be dissuaded from finding a way in. The Doctor concentrates and images begin to appear on the screen. Ace’s gronkey returns to her and stares into her eyes. was prepared to kill. aware that the unafraid other who joined it and then abruptly departed is returning in a way that the intelligence cannot comprehend. The Doctor pats the gronkey’s head and explains that he has an assistant navigator. Olberan and Terellion refuse to be trapped inside the tower and would prefer to take their chances outside. she says. they can only await capture. Prompted by the Doctor. He leads the way into the dark chamber. They find a gap in the tower’s structure. Olberan protests that they are wasting time. Above the globe is a metal hood suspended by a thick cable. The Doctor. Olberan and Terellion catch up with the Doctor and Ace at the base of the tower. wave after wave of gronkeys swarm over the guards: they take horrendous casualties. The room is empty except for a pillar in the centre. Ace says that if ruined spaceship contains anything important. The intelligence becomes excited. It seems that the dark green mammals have been pressed into service as labourers.DOCTOR WHO — TIME LORD Ace pilots the speedpod northward over a vast ocean and then over an equally vast landmass covered with jungle. The Doctor says that they have been learning. The gronkey in the speedpod becomes agitated for the first time. it must be in the empty-looking nose cone. it never entirely died. Ace brings the speedpod down slowly. The guards advance inexorably. Ace realizes they have reached a chamber that occupies the top of the tower. Terellion weeps as she 18 . but the Doctor persuades them that they are safer in the old spaceship because Velid would not risk damaging the source of his power. At that moment the gronkeys arrive! Running silently from the jungle. The wall is a blank screen. one of which is overseeing teams of gronkeys. The two New Starhomers are amazed at the gronkeys. It is immediately obvious that the building is not an ancient stone edifice: it is made of metal. the little party struggles upwards through the interior of the ship. She realizes that it is communicating with her telepathically: it is telling her that there is danger in the tower. Hortan Velid. He points towards the jungle: there is a strangely regular clearing. It looks like a ruined temple of a lost civilization. Olberan points out that even if it is true. The Doctor navigates. that in Central City. dishes and a thick cable that runs to the top of the tower. perhaps centuries before the first human colonists arrived. As they run from the speedpod. and she takes the speedpod down. Halfway to the tower. Ace remarks that her arrival couldn’t have been more obvious even if she’d radioed ahead. The clearing is obviously not natural. the Doctor and Ace realize they are surrounded: pinned down by blaster rays. Ace’s gronkey abandons her and flees into the jungle. As the craft lands. and not of human design. Velid’s opponents are probably being arrested and perhaps killed. and surrounded. however. Squeezing through the gaps between ruptured storage tanks and smashed electronic circuits. on which rests a black globe from which darkness seems to emanate. Ace takes the little craft still closer. Arranged in groups across the clearing are modern domes and huts. The Doctor explains that although the ship has been there for centuries or millennia.

They communicate telepathically. hoping thereby to smother reports of people seeing ghosts. The Doctor’s motives had been to find out whether Velid had something to hide. The screen goes blank. and why the tough off-worlder has proved to be such an ineffectual ally. Whenever a gronkey. The Doctor says that Velid had started to make mistakes: the gronkeys had forced him to press ahead with his plans too fast. Velid and a contingent of his superhuman guards are ascending towards the chamber. Olberan shrugs. one of a species that has no corporeal existence and which lives as collective consciousnesses. The contraption crashes to the floor. catch!’ he says. who turns the gun towards the Doctor. and Velid knew that someone would start asking difficult questions. the new knowledge was instantly available to all the gronkeys on the planet. are confused. gronkeys were trained to clean the black globe chamber. but have an easy life in the rain forest and therefore no need of permanent settlements or toolmaking skills. He tells the Doctor that he has never relied entirely on the globe’s power and has had agents strategically placed for years. With New Starhome completely under his control. including those working in the black globe chamber. and he acted swiftly to ban starjade after the Doctor had planted hints that the stone might be responsible for the ghost sightings. but he adds that his plans are more far-reaching. Velid will crush all opposition. Ironically it was Velid who provided the stimulus: once the enslaved gronkeys at the spaceship site had been shown how to use tools and had heard human speech. The Doctor picks up the globe again and concentrates. such as Terellion’s guest Marna. such as that of Marna’s late husband. He speaks to the alien intelligence. but the Doctor says that it’s just a ball. He congratulates the Doctor on the Time Lord’s correct assessment of the situation. the gronkey could not help becoming a conduit for that image -and thus Marna saw the ghost of her husband.DOCTOR WHO — TIME LORD recognizes acquaintances who have recently died. Velid announces that the Doctor’s intelligence will be added to the pool of life forces within the globe. He pressed ahead with his campaign for independence. Velid is still smiling. seen by the gronkeys in the spaceship. On the screen. The Doctor tells Velid that the game is up. Olberan threatens to kill the Doctor. and he will go on to conquer all the worlds of the Federation and beyond. these gronkeys were in constant mental touch with their fellows in the North Continent. and anyway dangerous for humans. but the Doctor restrains her. Velid catches it in both hands and slumps to the floor as his life force drains into the globe. Ace suddenly realizes how Olberan managed to break into Velid’s house so easily. ‘Here. Now that he is president of the independent planet. sparks flash from the torn cable. a hideous alien figure takes shape. followed by Velid. Her gronkey leaps from her shoulders and swings from the hood above the globe. Velid ignores the interruption and the Doctor picks up the globe. Terellion starts to say that the Doctor has already survived one such attempt. and Ace realizes that the Doctor’s stratagem is about to be undermined. deprived of the source of their extra strength. To Velid’s consternation. and to protect the gronkeys by diverting attention elsewhere. promising peace at last to it and to the hundreds of humans imprisoned with it: he drops the globe onto the floor. Terellion and Olberan don’t understand: they know that the gronkeys are mere animals. The Doctor introduces the others to the intelligence — the only surviving member of the crew of the spaceship. Olberan picks up a blaster and points it at Velid. tossing the globe to Velid. that resonated with an image. The Doctor explains that Sendet has been draining the life from his patients and transmitting the life-forces from the hospital in Pax to the black globe. with no sign of intelligence. The Doctor disagrees. She launches herself at him. Voices are heard within the ship. such as Terellion’s for instance. Although they appeared uncommunicative. Ace’s gronkey leaps at Terellion. whispering that he has known for some time about Olberan’s deception. nothing happens. With a burst of blaster fire. After a struggle in which Ace and Terellion prove a match for the unaugmented youths. He orders the Doctor to touch the black sphere. hands over the weapon and says that he had always thought Velid’s plan were too grandiose. Ace disagrees. saying that gronkeys are intelligent. Because the spaceship was so difficult to enter. His guards will be invincible. The guards. the guards enter the room. and therefore have the potential to develop very quickly if given the right stimulus. picked up a mental signal from a nearby human. he says. None of this would have mattered but for the fact that gronkeys were being shipped to the inhabited South Continent as pets. Such sightings were occurring all over New Starhome. Thus they saw the tortured images on the screen and became aware of the alien intelligence’s misery and confusion. The Doctor. but the Doctor says that there isn’t much point. Velid has been able to use the accumulating power of the trapped intelligences to augment the strength of his guards and has campaigned for New Starhome’s independence to ensure freedom from Federation interference. Velid complains that Sendet assured him that to touch the globe was to die. 19 . where it smashes into fragments. No one can stop him now. Ace. Olberan and Terellion are held at gunpoint while Velid gloats about his victory. distracting her. he has an almost infinite supply of human intelligences with which to feed the black globe. He glances at Olberan.

for instance. The Necromancers could contain a commentary on the evils of colonialism. Investigation usually reveals that the danger is far greater than was at first apparent. it should be noted that a DOCTOR WHO story is often more than just a science fiction adventure cum detective thriller. but it does help to add an element of realism and significance to a story that might otherwise seem fanciful or trivial. as well as the reader. The Doctor. A background theme of this nature is not essential. 20 . When you create your own DOCTOR WHO adventures using TIME LORD. Finally. to that of his companion. the Doctor and his companion arrive to find themselves in the middle of a nefarious scheme. its plot depends on the interaction of well-rounded characters rather than merely on futuristic technology. Depending on how it was written. a DOCTOR WHO story often has a cliff-hanger ending which is resolved by a combination of the Doctor’s remarkable abilities and his companions’ resourcefulness. as well as perhaps a certain amount of brute force. it is not clear what the villainy is or who the villains are. has to find out what is going on. NOTES The Necromancers is intended to be a fairly typical example of a DOCTOR WHO story. Like the best science fiction stories. however.DOCTOR WHO — TIME LORD Terellion says that it was just as well the Doctor arrived when he did. you will find that the players will become even more involved in their roles and in the plot if they believe that their characters are fighting a realistic injustice or a believable evil. and telepathy. but adds that even without his intervention the gronkeys were learning rapidly from humans and might well have proved to be a formidable obstacle to Velid’s one-party state. as is even more likely. DOCTOR WHO stories are often like puzzles: they have something of the detective story in them. They leave the spaceship and the Doctor’s point is demonstrated: the guards are returning to normal after the sudden removal of their augmented strength and everywhere across the clearing gronkeys have recovered the guards’ weapons and are rounding up the dazed youths. As usual. foiling the villainy usually involves threats to the very life of the Doctor or. adopting the roles of the Doctor and his companions and allies. as well as science fiction. will find themselves presented with inexplicable goings-on that will require investigation. As in The Necromancers . or on the corrupting influence of political power. TIME LORD adventures will also show this form of construction: the players. aliens. And as usual. It is set in the far future and includes some standard science-fiction themes such as grounded spaceships. The Doctor agrees that it was a remarkable coincidence.

DOCTOR WHO — TIME LORD PART TWO Role-Playing: What It Is And How To Do It 21 .

The Kysarans take him into the tower. fighter pilots. and you have to decide now. Role-playing is semi-structured: the idea is to allow for spontaneity within a framework of rules. are marching across the flagstones towards the tower’s entrance directly below you. Have you enough time to follow the Kysarans into the tower. how might he react if he were in mortal danger? And what would he do if the threat turned out to be only a practical joke? The actor. As the above examples demonstrate. dramatic improvisation is useful in many other areas. yet they remain open-ended: the decisions of the participants decide the course of events. Imagine yourself in this predicament. Play-acting is unstructured and the rules of play are made up as the game progresses: children’s games of make-believe often degenerate into arguments. according to the script. When you reach the roof of the guardhouse. In the twentieth century. rescue the Doctor and get him clear before the blast occurs? You have to decide what to do. hoping that the Doctor will be kept in the lower part of the tower and will survive the explosion. Perhaps you should continue with your plan. the message ‘COUNTDOWN’ flashes on the LCD. There is time — perhaps just enough time — to clamber up the ladder and stop the countdown. hopes to project a fully rounded personality on stage. doctors and nurses. on the other hand. As you prepare to jump down to the courtyard. Actors who put on costumes and pretend to be heroes or clowns are engaged in real acting. with one playing the role of a personnel manager and the other that of a trade union official. As you hang by your fingers. What would you do? Can you decide? You must decide! Have you decided what to do? You have? Congratulations. with one of the Indians refusing to be gunned down and accusations from the cowboys about cheats who don’t take their shots. The Doctor’s diversion has obviously failed: the Kysaran advance guard could send the landing signal to the main fleet at any moment. mums and dads. and most drama students are taught it. Real acting. All of the role-playing explained so far involves an element of acting: the role-player moves and speaks in 22 .DOCTOR WHO — TIME LORD Your fingers are trembling. Lying flat on the slates you peek over the edge of the roof: two gigantic Kysarans. your feet flail in the air until they find the first rung of the rope ladder. Between them they are dragging a prisoner: the Doctor. the character blusters when threatened. you hear voices. and you risk being blown to bits along with the tower. Every second counts. If the Doctor is taken to the upper levels of the tower. such as psychotherapy and management training. This technique is widely used by actors today. A psychotherapist might ask a patient to imagine himself as someone else — his own father. gladiators. just a few seconds’ delay. the Kysarans’ Termination Fleet will be unable to make landfall. as it is when an actor performs the dialogue and actions of a play. is usually so structured that it is unchangeable. If. When children pretend to be hunters. two management trainees might be pitted against each other in a hypothetical setting. an actor imagines himself as the character in situations other than those that occur within the text of the play. you lift yourself over the parapet. anonymous in blood-red power armour. You try to steady your racing heart and your whirling thoughts. You flip open the compartment on the side of the black cylinder and press the buttons of the timer. so the transmitter has to be destroyed. jump to the ground and take shelter in the nearby ruins. So are adults who put on airs and pretend to be more genteel than they are. In order to understand the personality of the character he is representing. by imagining his character in such situations. you see the courtyard below is deserted. but just one slip. Ten minutes should be plenty of time to reach the ground and take cover in the alleys of the ruined city. perhaps. Without the transmitter. One final check: the canister is wedged securely against the control box of the transmitter and the timed detonator is functioning. After one final check of the crampons digging into the crumbling stonework. the imminent explosion will finish him. but nothing can be done about it now. but you tell yourself it is only the effect of the biting wind that you can hear whistling through the battlements and the rigging of the aerial. you have just taken the first step in role-playing! A BRIEF HISTORY OF ROLE-PLAYING Role-playing lies between play-acting and real acting. Biting your lip. they are play-acting. Peering through the battlements. it is known as improvisation. You press the red button. The above examples are at the two extremes of a spectrum. The ladder that snakes up the tower above you is obvious evidence of an intruder. Actors were almost certainly the first people to use role-playing techniques. you start to descend. His hands are manacled. You can already feel the thrill of victory: there is enough nitro-nine packed into this bomb to blow apart the top half of the tower. you have to hope that no one spots it during the next few minutes. You look at your watch: six minutes to detonation. you breathe a sigh of relief. he appears to be unconscious. improvisation and role-playing are usually supervised activities bounded by a definite purpose and by rigid guidelines. In these contexts it came to be known as role-playing.

Commercially available role-playing games and the hobby of playing them have a relatively short history. and it became a cult hobby among teenagers and young adults on both sides of the Atlantic. no counters. the other participants thinking themselves into the roles of the characters involved. an unusual sort of game. generals and wizards who led the armies. with more than a quarter of a century of television stories that provide a mass of background details and a wealth of characters. he usually uses a set of established rules to control the session. but unless the transmitter is destroyed the planet will be devastated — what would Ace do? To sum up. villains and monsters. to give life to the individual heroes. quill in hand. Dungeons & Dragons was born. But as any writer of fiction knows. there are three elements in role-playing: a structure of rules and motivations that are supervised by one person. It is possible to imagine Shakespeare. soon. He would have sat. It consisted of just three densely printed rule books. Books. the game’s inventors wanted more: they wanted to be able to play the game at an individual level. Many hundreds of role-playing games have been produced. 23 . To avoid chaotic disputes about who is permitted to do what. and they create a story between them. putting himself into the personality of each of the characters in his plays without leaving his writing desk. Other role-playing games soon followed. uses exactly the same technique: Ace knows that if the bomb explodes the Doctor might die. The earliest editions of this game revealed its origins as a cross between swords and sorcery fiction and wargaming with toy soldiers. A group of friends gather together. and by the mid 1980s the hobby of playing games had become ingrained throughout the English-speaking world. and their simplified offshoots of gamebooks and computer adventure games. They tend to reflect the genres of popular fiction or. sedentary exercise. role-playing can be a silent. DOCTOR WHO. who was an actor as well as a playwright. or even one of the Beatles in a short-lived product entitled Yellow Submarine. to a much lesser extent. and no definite objective except to create an adventure. one of the group acts as the supervisor. a member of a starship crew in Star Trek. real life. a private investigator or a modern infantryman. there was no board. a hobbit in Middle-earth. dwarfs. Role-playing games. each adopts a role. after all. is the ideal subject for a role-playing game. thinking himself into a role — for instance that of Hamlet. and a story produced by the interactions of the decisions made by the characters. At first it interested only a very few people: it was. Having created a wargame campaign in which massed battalions of model humans. Role-playing has become popular as an entertaining pastime. They invented rules that allowed each player to make decisions on behalf of the individual characters in the game. The game reached Britain shortly after it appeared in the United States in the mid 1970s. Thus a gamer can play the role of an interstellar explorer. elves and goblins fought across a fantasy world. were and are dominant within the hobby. Prince of Denmark — and then asked himself: what would Hamlet do when he realized that the funeral he was watching was that of his beloved Ophelia? Any novelist. The first and best known game was Dungeons & Dragons . and indeed any DOCTOR WHO scriptwriter. a sword-wielding warrior. the military set pieces were being ignored in favour of small-scale adventures in which a band of individual characters would brave the dangers of subterranean labyrinths.DOCTOR WHO — TIME LORD character. TIME LORD is a set of rules that enables a group of people to role-play the characters from the television series DOCTOR WHO: TIME LORD is the DOCTOR WHO role-playing game. But its arrival coincided with a surge of interest in games of all types. television and films were an obvious source of inspiration for role-playing games and manufacturers were quick to produce tie-ins: a gamer can be a fictional spy in the game James Bond.

The players take on the roles of the major characters. The referee has a considerable responsibility. It is also difficult to gather the same players in the same place at the same time over and over again. episodic epics. EQUIPMENT The referee’s preparations and the imagination of the players are the most important extra components for a game of TIME LORD. maps. in theory. If he uses a ready-made adventure. The referee devises in advance the setting and basic plot of an adventure. with the referee at the head of the table and slightly apart from the players. One of the most useful playing aids is a set of floor plans. It is easy for the referee to create a one-off adventure and find a group of players that can get together for one or two sessions of play. because ideally all the players should be seated round the same table. pencils and paper to start creating and playing new adventures. In any case there are practical difficulties: a game with more than half a dozen players will overload all but the most experienced. roughly how long it will last. meanwhile. will be rare. HOW A GAME IS PREPARED It is up to the referee to decide in advance how many players there will be. Other equipment may be introduced at the referee’s discretion. TIME LORD works best with one referee and three or four players. This book is the rule book for the DOCTOR WHO role-playing game. and even models to help the players visualize the setting of the adventure. too) the only equipment required is a supply of paper. where the referee may want to place diagrams. the referee may choose to treat it as simply one episode in a longer story: the game can continue. Even when an adventure comes to an end. if any. and he will have to prepare the adventure in advance of a game session. First. the book of rules is only one of many components: a role-playing game often consists of nothing but a book of rules. or he can use one of several types on sale in games shops. The referee. although each adventure will probably be designed for a specific number or a set maximum number of players. quick-witted and resilient of referees. they have a solid surface on which to rest their notes and to write. he administers the game. DURATION OF A GAME A role-playing game need have no time limit. among them the participants’ need for sleep and sustenance. pens and dice. for ever. which are used to provide a visual representation of the rooms and spaces in which the adventure takes place. THE REFEREE AND THE PLAYERS The participants in a role-playing game are the referee and the players. how difficult the adventure will be to complete successfully. similar to one four-part DOCTOR WHO television story. a referee cannot be expected to come up with a continuous. for the use of the game’s supervisor (known in TIME LORD as the referee). There are also space constraints on participants. Second. no other special components are required. will therefore be usual. Once again there are practical constraints. will be required. Apart from a copy of this book (which only the referee needs to have. One-off adventures. and they can all see the centre of the table. inventive storyline. It is more fun and more satisfying for the referee to create an adventure of his own.DOCTOR WHO — TIME LORD KEY CONCEPTS IN ROLE-PLAYING GAMES THE RULE BOOK In most proprietary games. and whether he should provide any equipment other than the dice. and what equipment. each of whom controls one character. how long the game will last. such as the one in Part Five. such as the Doctor or one of his companions. and it is all that is needed apart from two ordinary six-sided dice. unending. The function of a role-playing game rule book is twofold. along the lines of those linked series of DOCTOR WHO stories that last for an entire television season. he will find his task relatively simple: he will be told how many players the adventure is designed for. can see and hear all the players. 24 . interprets the rules and plays the roles of the villains. monsters and minor characters. although the players will find it useful to have copies. it provides background information and guidelines for creating adventures. these can be drawn in advance by the referee. but this takes time and requires considerable planning and some previous experience of the game. pens and paper that are required for every game. Under this arrangement the players can talk easily to each other. it furnishes a set of rules to govern the success or failure of the actions attempted by the characters played by the other players. NUMBER OF PLAYERS In theory there is no maximum limit on the number of players that can take part.

does not encourage the players’ characters to take part in looting and pillaging. true to the spirit of DOCTOR WHO. Apart from the crucial business of keeping their characters alive and functioning. the adventure can commence immediately. those adopted by the players are player characters. Captain Yates and Sergeant Benton. can be placed on the floor plans to give an instant idea of the locations and relative positions of the characters and their opponents. paper and dice. miniature figures of metal or plastic can be minor works of art and add immediacy to any game. It is suggested that players pick or are given companions who have travelled with the Doctor at the same time: a group of four players might choose to play Ian Chesterton. the referee can provide maps and charts to help the players visualize the setting of the adventure and understand the relative locations of particular places. of course. minor characters and monsters. Metebelis 3 or the Eye of Orion. TIME LORD adventures involve the players’ characters in solving mysteries. to a gaming session. or by accumulating a predetermined amount of play money. THE OBJECTIVE In most games the players compete with each other.DOCTOR WHO — TIME LORD Miniature figures. exceed that which the players’ characters find out during the course of the game. TIME LORD is about playing such aspects of a character to the full. the referee explains how a role-playing game works. The referee can also introduce characters he has created which a player can run during an adventure or even 25 . All characters have beliefs and mannerisms that make them unique. usually one for each character in the adventure. TIME LORD. and the savage monsters or power-hungry aliens. models. if they succeed. When carefully painted. Those characters that are played by the referee are called referee characters. A player will generally play either a generation of the Doctor or one of his companions — an ordinary person who has joined the Doctor on his travels. while others are more like detective stories in which the players’ objective is to solve a mystery. The players do not oppose each other. Many role-playing games manage to combine the two aims. the players co-operate to explore the setting and overcome the obstacles created by the referee. Which characters are played depends on the adventure the referee has planned and on the number of players. He invites players. and character sheets. He prepares any other equipment that he thinks will prove useful to himself or to the players — for instance maps. If the players are familiar with DOCTOR WHO and TIME LORD. which are used to represent the players’ characters. Finally. for instance. they can take satisfaction from a job well done. but in nearly all cases the key to success for the players is co-operation. or as elaborate as facsimiles of the very maps that the characters retrieve from the TARDIS’s data store. He gathers together a supply a pens. pictures. HOW TO START PLAYING The referee devises an adventure or studies a ready-made adventure. and look forward to that relaxing holiday that the Doctor has promised them on Florana. Floor plans and figures are particularly helpful. their characters work as a team. The information provided in this way should not. Especially large groups can be catered for by bringing in irregularly appearing characters such as the Brigadier. all are provided and managed by the referee. his companions and even enemies such as the Master and the Meddling Monk are all characters. scribbled quickly to clarify a particular question. averting catastrophes and righting wrongs. the game finishes when one of the players wins by eliminating all the other players. Suitable figures can be found at specialist games shops. CHARACTERS Character is the general term used to describe any role that the referee and players of TIME LORD assume during an adventure: the Doctor. sketches and maps. although the players will no doubt make their own notes. Suitable groups are listed with the details of each Doctor in Part Four. and the opposition is provided by the referee. when a skirmish takes place during an adventure. a group of two players might choose to play Jo Grant with the third Doctor. Barbara Wright and Susan Foreman in addition to the first Doctor. the players’ objective in a role-playing game is usually one of two types: in some games the main objective is to collect booty and slaughter opponents. their characters may end up hurt or even dead. If the players fail. The villainous plot or imminent disaster. not about manipulating the numbers that are used to define his physical and mental prowess. Such maps and charts can be as simple as a helpful scrawl. describes the background of the characters. A role-playing game is different: instead of competing. and makes sure that all the players understand their characters’ abilities and the basic principle of the TIME LORD rules: beat the difference. If not. The referee describes the situation in which the players’ characters find themselves at the start of the adventure: the game begins as soon as the players respond by telling the referee how their characters react. to both referee and players.

26 . Fighting is dangerous. the Welsh girl Rachel — who had made motor bike maintenance a hobby — proved a useful ally to the Doctor.DOCTOR WHO — TIME LORD carry on playing in future adventures. once they are on top of you. Shou Yuing. The player should not act in the way he would ordinarily react but in the way he imagines the character would respond. A player who. Ace. TIME LORD is a game and is meant to be fun. for example. so get involved only if you can get the advantages of surprise or numbers. This solution is recommended only for experienced players: the Doctor’s mysterious nature and erratic genius makes him difficult to role-play well — having five Doctors around magnifies the problem tremendously! New players. made friends with a Chinese girl. for example. The most challenging way of providing players with balanced characters is to allow each player to assume an incarnation of the Doctor and to play an adventure like The Five Doctors or The Three Doctors. in the TIME LORD game they can easily join the Doctor on other adventures. Characters should co-operate with each other most of the time because teamwork is vital to the successful completion of an adventure. There are some splendid examples of bad acting in the television series. is a member of the Territorial Army might be tempted to have his character fight any alien that was encountered: such behaviour would be accurate if he were playing Sergeant Benton but would be out of character if he were playing Victoria or Nyssa. dodge everything unless you are very competent in close combat. should not be daunted by the character they are given. In Delta and the Bannermen. If the enemy is in strength. Role-playing is like acting: some people are good at it and others are appalling. Such characters are ideal choices as new companions. especially those who are unfamiliar with role-playing. surrender to buy thinking time. in Battlefield and teamed up with her to find out what was going on. Yet conflict between characters should not be overlooked as a source of enjoyment: teasing or outright personality clashes are very much a part of DOCTOR WHO. so a player who cannot throw himself into a role is hardly setting a precedent — in fact he is making an accurate contribution to the adventure! Players should use the descriptions of their characters provided in Part Four to help them imagine how they should act in a given situation. This is the essence of a role-playing game. The enjoyment should come as much from playing a character well as successfully completing an adventure. There are some basic tips to ensure your survival in a hostile universe: dodge and run! Most characters can out pace their pursuers. so running away is always a good idea if the Daleks are still approaching. Companions often make temporary friends during an adventure and these referee characters can temporarily become player characters to ensure that anyone who wants to play TIME LORD can be assured of a role.

Full details of these characters are given in Part Four on pages 84 and 76 respectively. Edged Weapons 2. but Tegan has a higher Knowledge ability. once as Jamie and then as Tegan. Next to some of the abilities you will see special abilities. 27 . Independent Spirit 1 Awareness: 3. This Switchback excerpt has been adapted to use the TIME LORD game rules. A few unavoidable simplifications. have been made. Printed here are summaries of the character sheets of two of the Doctor’s companions: Tegan. In Switchback. Striking Appearance 2 Equipment: laser cutter (counts as edged weapon. and Jamie were to meet an unfriendly monster. Jamie McCrimmon Abilities and special abilities Strength: 5. Running 1 Knowledge: 3 Determination: 4 Awareness: 3. Running 1 Knowledge: 4. for instance. you will appreciate how these different ability scores affect each character’s actions. More significantly. Marksmanship 1 Size: 3 Weight: 4 Move: 3. or pretend to faint. The important thing to notice is that the two characters have different ability scores: Jamie has a higher Strength ability than Tegan. and Jamie. however. or dance a reel. you will gain a good idea of how a game of TIME LORD progresses. Acute Hearing 2. because there is no human referee to respond to the potential variety of your character’s behaviour. Marksmanship 2. or anything else that you decide Jamie might do. TARDIS 1 Determination: 5. too. Driving 1. As you play it. there is no referee: the book controls the game. your character will be offered only a few options. Acute Hearing 1. or run away. There will be only one player — you — and therefore you will not experience the complexities that arise in multi-player games. In a real game with a human referee. for instance. Wounds 4) Tegan Jovanka Abilities and special abilities Strength: 3. HOW TO PLAY Before you start you should choose which character you want to play.DOCTOR WHO — TIME LORD SWITCHBACK A solitaire DOCTOR WHO adventure On the following pages you will find an excerpt from the DOCTOR WHO adventure Switchback. Wounds 4) Make a note of this page number. Alongside each illustration you will find a list of the character’s abilities. Brawling 2. The use of these numbers will be explained in the course of the game. First Aid 1. however. Cheat Death 1 Control: 4. Musicianship (bagpipes) 1 Equipment: dirk (edged weapon. this extract from Switchback will introduce you to the concept of playing a character and to the basic rules of TIME LORD. You will need two dice. Each ability has a numerical value. the possible actions of your character are almost infinite: if you were role-playing Jamie. you might decide that Jamie would attack. The excerpt has been configured as a solo role-playing game: you will play the role of one of the Doctor’s companions. Mountaineering 2 Size: 4 Weight: 4 Move: 3. paper and a pen will be useful. Con 1. the Highland piper. or play the bagpipes. Cheat Death 2 Control: 4. Artist 2. Within these limitations. If you play Switchback twice. you will need to consult these character sheets while you play Switchback. the Australian air hostess. providing you with information about your character’s situation and prompting you to decide what your character should do. which also have numerical values.

turn to Module 14. You must do something. Suddenly you hear a noise: a familiar. The blaster inflicts 6 Wounds. You have wandered into a Drekkar control box: the device is attempting to overcome your will and make you subservient. Tegan must beat a difference of 1). think yourself into your chosen role. The time rotor is moving — the TARDIS is about to take off! If it dematerializes without the Doctor on board. The result is the difference that you have to beat in order to recover. there is light ahead. You turn a corner and see an illuminated cubicle that looks something like a lift. inert and unconscious. you wander into the darkness. turn to Module 7. Rushing over to the central console. turn the page. add that number to your Knowledge to determine your total ability in this case. You have taken 6 Wounds. The viewing screen reveals nothing except darkness. if you failed. If you would rather advance on it cautiously. A ball of fire seems to engulf you. you fail. If the result is equal to or less than the difference. You eyes are not deceiving you. raucous grinding sound. Using even a simple control requires some skill and knowledge. Roll two dice. among other things. Your Move is 3 and the Drekkar is about three metres away (a difficulty of 1). if not. but you are powerless to avoid it. so you can reach it. which with its Hypnotize special 28 . although the Doctor has been unable to understand the sensor readings. You lie there. Roll two dice. Fortunately. you should have worked out that your ability is 5. It has an Determination ability of 1. Turn to Module 1. you become aware of a regular droning noise. you fail to recover. Module 4 The darkness is almost absolute. he has gone to explore outside. Module 3 Your weapon is suitable for use only in close combat. your understanding of technology. Subtract the lower number from the higher. leaving you in the TARDIS control room with strict instructions to wait until he returns. Module 2 You can see the pulse of energy expanding from the Drekkar’s blaster. and the control box cannot automatically control you in the way that it controls a Drekkar. with a view to attacking it later. and you wait for the cubicle to start moving upwards or downwards. your ability to operate the TARDIS should be 3 if you are playing Jamie. He has decided that he has to find out where the TARDIS has landed. A shutter descends behind you. The Doctor has tried without success to make his craft take off again. Subtract your ability score from the difficulty (6) of the task you are attempting. turn to Module 4. which is greater than your Strength ability: you are unable to withstand the assault on your nervous system and are thrown to the floor. so you will have to close with the Drekkar before you can attack it. This value is known as the difference: Difficulty minus Ability (including special ability if applicable) equals Difference Now you must try to beat the difference (Jamie needs to beat a difference of 3 to succeed. if you are playing Tegan. a Drekkar’s Determination is lower than a human’s. You must try to work out how to switch off the dematerialization sequence. It seems to have materialized somewhere. If the result is greater than the difference. If you decide to hurl yourself at the creature and attack it. you regain consciousness and. Your Knowledge represents. In time. Good luck! THE STORY SO FAR The TARDIS has stopped moving. you manage to switch off the time rotor. You step into it without hesitation. Now back to the adventure: if you managed to stop the time rotor. Subtract your Strength from 6. turn to Module 5. turn to Module 13. turn to Module 11. give yourself a pat on the back: beat the difference is the single most important concept in the TIME LORD rules. Instead. that you have wandered into a maze of corridors. Subtract the lowest number from the highest. If you have the TARDIS special ability. he will be stranded and you will be adrift in time and space. weaving and dodging as you move. with an aching head and shaking limbs. If the result is equal to or less than the difference. If the result is greater than the difference. Every task in TIME LORD is given a difficulty: stopping the dematerialization sequence has a difficulty of 6. With your hands outstretched you stumble towards the dimmest hint of light. read The Story So Far and follow the written instructions. What is your Knowledge? Look it up on your character sheet. you stare at the bewildering array of flashing lights. The TARDIS consists of very advanced technology. your Knowledge on its own is your ability score. Just so you know whether you are right.DOCTOR WHO — TIME LORD Now choose your character. Module 1 The Doctor has been absent for about half an hour and you are becoming very bored. You sense. the light starts to pulsate. and you have just learned how to use it. rather than see. Whether or not you succeeded in turning off the time rotor. your body tries to recover. much to the Doctor’s surprise.

Module 9 You throw yourself through the door. Your Determination is higher than 3. try to beat the difference. It has a Strength of only 2. and therefore one successful blow from your weapon (which inflicts more Wounds than the Drekkar’s Strength) is enough to disable the large creature. turn to Module 10. Roll two dice. Turn to Module 4. You squeeze through the half-open door. Subtract 3 from your Determination: the result is the Difference that the control box has to beat. suggesting that you are in a cavernous void. Opening the door will be a real test of your strength. the Drekkar hits you. Suddenly you remember that the TARDIS cannot dematerialize if its doors are open. Module 7 You zigzag towards the Drekkar. if the result is equal to or less than the difference. the more confused you become. Module 6 You cannot resist the power of the control box. The Drekkar topples slowly and silently. You will find out later — perhaps — that the creature is known as a Drekkar. The Drekkar tries to shoot you: the difficulty of this task is your Size plus your Control plus the difficulty arising from the range. You can see nothing at all at first. turn to Module 6. and the lights fade as every other circuit in the TARDIS seizes up in sympathy. Subtract your Strength from the difficulty of 5 to produce the difference that you have to beat. Wounds 6). turn to Module 2. The TARDIS is obviously on the point of dematerializing. Look up your Strength score on your character sheet. Module 8 The Drekkar is less impressive than it looks. The longer you gaze at the winking displays. the occurrence of which is beyond the scope of this small solo game. and subtract the lowest number from the highest. Now. You feel your willpower dwindling and shrivelling while your mind is filled with comforting thoughts of order and obedience. metal skin (counts as Armour 5) 29 . the time rotor slows and stops. you cannot make the door budge. you manage to push the door open. lumbering. It approaches slowly and you can make out the shape of a tall. but you still have to try to beat it and there is still a chance that you might fail. If your Strength ability score is 5. You run to the side of the room and throw yourself at one of the huge doors. Turn to Module 19. trying to prevent it taking aim at you. You do not wait to find out how quickly it recovers: you run into the darkness. so its total ability is its Control of 3 plus its Marksmanship special ability of 1: a total of 4.DOCTOR WHO — TIME LORD ability of 2 gives it a total ability of 3 when attempting to control you. Module 5 You simply cannot work out how to shut down the dematerialization sequence. Behind you. Your footsteps echo faintly. If the result is equal to or less than the difference. Roll two dice on behalf of the control box. You become a brainless slave. This task has a difficulty of 5. Make a note of these abilities: Drekkar Abilities and special abilities Strength: 2 Control: 3. then a light appears in the distance. If the result is greater than the difference. If the result is equal to or less than the difference. Subtract this figure from the difficulty to find the difference that the Drekkar has to beat. metal-encased humanoid. If the result is greater than the difference. the Drekkar’s shot misses you. landing with a crash on the metal floor. destined to patrol the dark corridors of this hijacked interstellar colony ship — until and unless you are rescued by the Doctor. If the result is greater than the difference. turn to Module 12. Turn to Module 9. The Drekkar has stopped moving. Subtract the lowest number from the highest. only to find that the outside world is darker than the interior of the TARDIS. Roll two dice. which in this case is 1. The floor sounds as if it is made of metal. so the control box has to beat the difference to subjugate you. on behalf of the Drekkar. It moves. but only a little. The time rotor accelerates relentlessly. Marksmanship 1 Size: 2 Move: 2 Determination: 2 Equipment: blaster (ranged weapon. Consult your character sheet and calculate this difficulty. Subtract the lowest number from the highest. the difference is zero (5 minus 5 equals 0). Turn to Module 18. Make a note of this value.

You have to find the Doctor. of course. You feel your way through the darkness to the door. You have no idea what is wrong with the TARDIS. If the result is equal to or less than the difference. He sounds distinctly peevish. the Drekkar’s shot hits you. As it stops. or relative smallness. ‘What kept you? I’ve been trapped inside this mental imposition machine for at least ten minutes. and make a note of it. Consult your character sheet. Module 11 You hurl yourself towards the Drekkar without thinking about dodging. As the mental pressure recedes. In a full game of TIME LORD you would be given further opportunities to try to recover and. however. a total of 4. Module 14 Your attempt to recover from your wounds has failed. The weapon jerks upward in the creature’s claw. Your total ability is your Control plus any relevant special ability if you have one. This is a basic combat situation and the difficulty of your task is calculated very easily: the difficulty is the Size. Subtract the lowest number from the highest. You can seize your chance to attack it or to run clear.DOCTOR WHO — TIME LORD You call out a greeting. as a Drekkar is quite large. however. The lights are fading fast. Turn to Module 19. it lifts some sort of gun and points it at you. The damage you inflict is equal to the Wounds rating of your weapon. You would probably survive. but you remain unconvinced. And do hurry up about it. of your target which in this case is 2. (Tegan’s Marksmanship special ability will not help her to use a laser cutter. Module 15 You try to strike the Drekkar. Turn to Module 19. your sigh of relief turns to an exclamation of alarm. at least for the time being. but you know you cannot repair it by yourself. ‘There you are last!’ says the Doctor’s unmistakable voice.) Your total ability is greater than the Difficulty. you become aware of a familiar voice intruding into your mind. turn to Module 4. If the result is higher than the difference. for you have taken your character out of the erratically behaving TARDIS. but your weapon inflicts only 4 Wounds — less than 30 . but there is no reply. encountered a Drekkar guard and successfully thrown off the effects of a mind-controlling machine. Module 13 Your fingers stab uncertainly at the controls. so there is no difference to beat: you automatically hit the Drekkar. Just in time. If you decide to attack. Module 12 Persuasive images of order and obedience to a higher cause batter your brain. The control box is unable to overwhelm your will. You present quite an easy target for the creature: the difficulty of its task is your Size plus the difficulty of shooting at the distance between it and you (1). If you carry on running past the Drekkar and into the darkness. the Drekkar misses and you get your turn to attack. You hold your breath: the time rotor begins to slow. Turn to Module 9. the Drekkar. calculate this difficulty. The Drekkar’s total ability in this situation is its Control of 3 plus its Marksmanship special ability of 1. Now run along. find my body.’ Reuniting the Doctor’s mind and body is a task that takes us beyond the confines of this brief game. and put my mind back into it. there is always the possibility that the referee would arrange for someone — the Doctor. Module 10 A bolt of blue energy from the Drekkar’s blaster flashes past your head. Roll two dice on the Drekkar’s behalf. but Jamie’s Edged Weapons special ability will add 2 to his total ability because he is using his dirk. and that’s ten minutes too long as far as I’m concerned. and you are close enough now to hear its muted curse. but you can take no further part in this adventure. Subtract this from the difficulty to produce the difference that the Drekkar has to beat to hit you. Turn to Module 15. When the Drekkar is about three metres away from you. You have only two choices: run (turn to Module 16) or attack (turn to Module 3). Congratulations are in order. you throw the door switch before all the power disappears and the doors inch open. but can you penetrate the Drekkar’s armour-plating? The Drekkar’s metal casing has a protection value of 5. turn to Module 15. but even as you charge you see a spurt of light from the muzzle of its weapon. turn to Module 2. Every circuit in the TARDIS is failing. a passerby — to give you medical attention.

minus the difficulty caused by its movement (1) — a total of 3. If you were playing the character of Tegan or Jamie in a real game. or will you throw yourself into combat against the Drekkar in another frontal attack (turn to Module 11)? Module 18 You are trapped in the TARDIS and you cannot prevent it from dematerializing. Don’t be put off by the number of calculations you have to do during Switchback: this is a solo game and you have to do the work of both player and referee. your blow penetrates the Drekkar’s Armour. It merely continues to bring its blaster to bear on you. turn to Module 8. using first one character and then the other. this adventure is at an end. Part Three and Part Four of this book will provide you with a wealth of further information about the game and about the DOCTOR WHO universe. much of which will be very useful to you as a player. You will need a thorough understanding of Part Three and Part Four of this book. the referee would know the difficulty of each task your character might attempt. your weapon slides harmlessly across the creature’s armour. whether you are playing Jamie or Tegan. Go back to the beginning and try again! Module 19 We have to leave Switchback at this point: if we printed the entire adventure there would be no room for anything else in the book. Add your Size to the difficulty of firing at the distance between the Drekkar and you (now 2). and frequent use of the basic rule of TIME LORD: beat the difference. Subtract the lowest number from the highest. many examples of the effects of different abilities on the balance of play. the Drekkar’s shot has struck you. But you could be anywhere in time and space. A NOTE FOR PROSPECTIVE REFEREES By now you know the basic concepts behind TIME LORD. Roll the dice and subtract the lowest number from the highest. which is full of information for referees. The result is the difficulty of the Drekkar’s task in hitting you. Your Move ability is 3 and in this situation your Running special ability of 1 also proves very useful! You can easily outdistance the Drekkar. you should now be ready to play a character in a game of TIME LORD if you have read and understood everything up to this point. But if you play through this solo game a few times. close combat and ranged combat. If the result is greater than the difference. Eventually the time rotor slows to a stop. The result (1) is the difference that you have to beat. which is a detailed exposition of the TIME LORD rules. But don’t start rushing to design your own adventures just yet. 31 . If the result is equal to or less than the difference. Module 16 The Drekkar has a Move ability of only 2.DOCTOR WHO — TIME LORD the Drekkar’s Armour. for the moment. Now let’s plunge into Part Three. All you would have to do is to roll two dice! A NOTE FOR BEGINNERS Even if you had never heard of DOCTOR WHO and role-playing games until you started reading this book. If the result is greater than the difference. Subtract this total from the difficulty to produce the difference — the answer should be 3. Roll two dice. Module 17 No emotion shows in the Drekkar’s face as your weapon skids uselessly across the metallic plates of the creature’s armour. You will just have to hope that the Doctor finds some way of rescuing you. but as it lumbers after you it takes a shot at you with its blaster. The Drekkar has to beat this difficulty of 3 to hit you. recovery from wounds. Otherwise the pulse of blue energy crackles harmlessly past you. the use of an ability to resist a mental attack. however. Subtract your weapon’s Wounds from the Drekkar’s Armour of 5. turn to Module 2. You find yourself staring into the smoking muzzle of the energy weapon. you will find that you learn a great deal about the mechanics of playing TIME LORD. This small extract from an adventure includes: the use of an ability to attempt a simple task. turn to Module 4. and you know the TARDIS has come to rest. and then you should study Part Five. turn to Module 17. Will you try to dodge the next pulse of energy (turn to Module 7). the relevant ability of your character and therefore the difference you would have to beat. The Drekkar’s total ability is its Control of 3 plus its Marksmanship special ability of 1.


It is possible. Both dice are always rolled together and the result is always determined the same way. There is a chance that the character may fail because he is attempting something that is beyond his ability. how distance and movement affect game play. Size. TIME LORD. does not know the difficulty he has to beat and rolling the dice introduces an element of doubt. only the value of the special ability on its own should be used: the value of the common ability is not added. only the referee knows the difficulty and therefore the difference that must be beaten. and this value is known as the result. In most cases. Tegan and Nyssa are trying to catch up with the Doctor. Control. Knowledge. A character whose ability is greater than the difficulty automatically succeeds. It is important to understand what is meant by abilities. He compares the numerical value of the character’s ability with the difficulty and makes a note of the difference. after all. Determination and Awareness. In the course of the game. If the rules say special ability. Rules in subsequent chapters can be skimmed by players to glean some knowledge of the game’s workings. The result of rolling 1 and 6 is 5. and how to take turns before trying to learn the rest of the rules. however. Whatever the character is doing is well within his ability to accomplish. He succeeds — in effect he beats the difference — if the result on the dice is greater than the difference between his ability and the difficulty. TIME LORD uses total ability to indicate that the sum of a common ability and an appropriate special ability should be used. The lowest number rolled is subtracted from the highest. the result is 0 if a double 6 is rolled. where the numbers on the dice are added together. where 1 indicates a low aptitude for the subject and 6 indicates a high aptitude. judging from the scuff marks in the soil on both sides. Weight. Tegan is coping admirably in her flat-soled air-stewardess’s shoes. Each of a character’s abilities is assigned a numerical value.DOCTOR WHO — TIME LORD BASIC CONCEPTS TIME LORD is a simple yet sophisticated game that has a few basic mechanisms on which the rules rely. however. however. and his player does not have to roll the dice. TIME LORD uses the difference between the numbers. usually 1 or 2. They are confronted by a chasm that the Doctor has clearly jumped. 33 . in which case they should feel free to play after only skimming the rules. Unlike most other games. Whenever the rules ask a player to beat the difference. The best result is 5. They indicate what he can or cannot do in terms of TIME LORD’s rules. A special ability is an ability that enhances one of these eight common abilities: Marksmanship. Players. the referee needs to set aside time to read the rules at least once. players should trust his judgment. does differ from many games in that the dice do not always have to be rolled to determine whether a character’s actions succeed or fail. He decides how difficult it is to succeed and assigns a numerical value from 0 to 10 as the difficulty. the result of rolling 3 and 4 is 1. aim to make the game as simple as possible: only two sixsided dice — the type that can be found in a game of Monopoly or Risk — are used. USING DICE Role-playing games can be complicated affairs. enhances a character’s Control in combat and First Aid enhances a character’s Knowledge when trying to heal an injured person. Where TIME LORD refers to a common ability. It is the referee who needs to have a more thorough grounding in the system. using many-sided dice in different ways to determine the outcome of events. the referee will often ask players to roll the dice to determine whether their characters’ actions succeed or fail. how to use the dice. but Nyssa is finding it tough going in her Traken court shoes. can largely make do with knowing only the few rules in this chapter. the worst result is 0. The rules of TIME LORD. Experienced role-players will probably find that much of the structure of the game is familiar to them. because their values are added to the appropriate common abilities instead of being used on their own. that the referee may tell him to roll the dice just for dramatic effect: the player. it is one of the eight abilities that are common to all characters: Strength. who has sprinted off ahead of them across rough terrain. Players and the referee should read this chapter carefully. for example. Special abilities typically have low values. His player rolls the dice with the aim of beating the difference between the difficulty and the character’s ability. however. so this chapter is still recommended reading! ABILITIES Abilities simply represent a character’s physical or mental capabilities. typically from 1 to 6. and Tegan’s player decides they have to jump it to follow him. He fails if the result is less than or equal to the difference. or have it explained to them by someone who knows the rules. Move. BEAT THE DIFFERENCE The dice always have to be rolled if the character’s ability is equal to or less than the difficulty. To make it clear which value should be used. it means the dice must be rolled to beat the difference between the character’s ability and the difficulty of the task he is attempting.

referees and players may find it more convenient to represent a location using a number of tear-off square notelets. which he makes 5 in Nyssa’s case because he knows she is wearing unsuitable shoes. such as those about 10cm square used for telephone messages. so Nyssa’s player now needs to beat a difference of only 0. DISTANCES TIME LORD uses neither metres nor yards to determine the distance between objects or the distance that characters can travel in a certain time. not including the area that the first one is in. Ludo counters or coloured pieces of cardboard. takes them off. are at a range of 0. whether it is outdoors or indoors. Characters can move from one area to another during their turns: some characters may be able to move further than others depending on their abilities. Ian is at a range of two areas from the Daleks. Range is measured as the distance from one object to another. The ideal ones are made of metal and are 25mm to 30mm high. An area is best thought of as being similar to a square on the board of a game such as Monopoly or Risk. When the referee draws up a plan of a location for the players he should divide it into areas. Sometimes. An area purely indicates a tactically important space.DOCTOR WHO — TIME LORD The referee has allocated a difficulty of 4 to the jump across the chasm. for example. Ian is at a range of two areas from the Dalek. Areas do not have a fixed size or shape: the referee decides how big they are and can even choose to have areas of widely differing sizes and shapes. and leaps. In buildings. just as one square on the board can contain a number of playing pieces. can be placed on the plan to show indicate the position of each character and enemies such as Daleks. Instead of drawing up a plan. most areas will be about 3 metres by 3 metres — enough space for five or so people to move about and exist comfortably in. however. it helps to have a visual representation of the action so that everyone knows where everyone else is and does not feel unfairly treated because they cannot see what is going on. and is used in combat to modify the chances of hitting someone with a gun or blaster. After Tegan successfully leaps the chasm by rolling a 3 and a 1 to get a difference of 2. they contain lead and are not recommended for small children. A nine-area location. Figure 1 Figure 2 Barbara Ian Barbara Dalek Ian Daleks Figure 1: Eleven square notelets have been laid down in staggered lines to start a chase scene. This is especially so if the characters get involved in a fight. and has decided the relevant ability to use is Control. The referee should sketch a bird’s-eye view of the characters’ surroundings. all the plan has to do is allow players to envisage where they are. COUNTERS AND FIGURES Role-playing games such as TIME LORD do not have boards and can be completely played out in the imaginations of the players and referee. Nyssa’s player decides that it is foolish to try the jump in shoes. This distance is the range. however. Special features such as furniture or trees can simply be drawn on the notelets. objects in adjacent areas are at a range of 1. The referee lowers the difficulty to 4. such as plastic tiddlywinks. Counters. Figure 2: Areas. Tegan’s player has to beat a difference of 0 for his character to make the jump. The scale does not have to be accurate. especially if the characters are running across countryside. The area just groups characters together to indicate the proximity of one to another. The notelets should be arranged so that each row of squares is staggered. The distance to an object or a person in areas affects the difficulty when a character tries to use certain abilities. More notelets can easily be added to a location to maintain a sense of distance. It also affects the chance of spotting something or someone concealed in an area. could be represented by nine notelets arranged in the right shape. benches or trees. Distance in TIME LORD is measured in areas. however. Objects in the same area. more could be added to allow Ian and Barbara to run in any direction from the Daleks. One area can contain a number of characters. Each square represents one area and in play is formed by using a square telephone notelet — or a beer mat! Barbara is at a range of one area from the Dalek. 34 . tables. and mark on key objects such as the TARDIS. therefore. but Nyssa’s player needs to beat a difference of 1. Both characters have Control 4. Barbara is at a range of four areas from the Daleks. Miniature figurines can be used instead of counters — there is a wide selection of different types and makes available from specialist games shops.

shingle beaches and bracken-covered or gorse-covered moorland. In this way. The character may not have another action whether he succeeds or fails in his attempt to move further than normal. because some characters may find certain types of terrain more difficult than others. stony ground of a typical chalk pit all increase the difficulty of moving. where progress is likely to be slow. each area presents a difficulty of 1 to the character’s movement. Action turns are used to regulate hectic action such as combat or chases where the second to second decisions of the players and their opponents quickly change the situation. flat ground such as short grass or indoors. mud. Most humans have Move 3. hills.DOCTOR WHO — TIME LORD MOVEMENT The distance that a character can cover in one turn depends on his Move ability. and needs to regulate characters’ actions so that the players and the referee know what happens and when it happens: TIME LORD does this by using turns. for example. such as shooting a gun or evading an attack. a turn is used to determine what all the players can do in the same amount of time. This counts as the character’s action for the turn. On ordinary. A character who wishes to move a number of areas equal to or greater than his Move ability must beat the difference between the cumulative difficulty of the terrain and his Move. overgrown woodland. scree and the rough. roads. however. A character may have special abilities that enhance his Move ability. A character with Move 3 and Driving 1 would have Move 6 if he drove a Move 5 vehicle. A character who travelled across two areas of even ground (difficulty 1) and one area of scree (difficulty 2) would face a total difficulty of 4 to get into the scree-strewn area. TIME LORD is a game. The difficulties given for terrain are only guidelines. Move works the same as any other ability. A character who wishes to move from one area to an adjacent area faces a difficulty of 1. such as strong underwater currents or virtually impassable terrain. work themselves out without anyone having to tell the participants what they can or cannot do. A character with Move 3 who wished to travel five areas would have to beat a difference of 2 to succeed. but this requires phenomenal amounts of energy and is accomplished only slowly. is not the number of areas he can move: it is purely his ability to cover distance. Each area of easy terrain has a difficulty of 1. water. If a character uses such a special ability it counts as his action for the turn. pavements. Obstructed terrain has a difficulty of 2 an area and includes jungle. his character moves only the number of areas he could ordinarily travel without needing to roll the dice. Research turns mark the progress of time during an adventure. Such a character may still have an action in that turn. such as scientific research or clearing away the rubble from rockfalls and cave-ins. stairs are only a minor handicap to the Doctor and his companions. It follows that any character can move a number of areas less than his Move in a turn: a character with Move 3 can move up to two areas. a car or motorbike to travel further than normal. Some of these special abilities are added not to the character’s move but to the Move of a vehicle. floors in buildings and open woodland. A character with the Driving special ability adds his Driving to the Move of. is regulated by research turns. although the First Doctor has Move 2 to account for the limitations of that particular generation. Their actions and reactions to other people. say. There are two types of turn: the action turn and the research turn. Easy terrain includes open flat ground such as parkland. TERRAIN Not every piece of ground is easy going: long grass. can levitate up or down stairs. Conventional boardgames usually use a turn to limit what one person can do. He would need to roll a difference of 3 or more on the dice. The effects of terrain are always cumulative. TURNS Even a small group of people can cause an immense amount of confusion in real life if all of them decide to do something different at the same time. Each research turn represents 15 minutes of real time. A character’s Move. Most companions have the special ability of Running — most of them have plenty of opportunities to practise this skill in their adventures with the Doctor. In TIME LORD. a character who wishes to move three areas faces a difficulty of 3. 35 . He still moves in the direction he intended. Difficulties as high as this are usually assigned by the referee to represent extraordinary situations. An action turn represents the passing of only a few seconds — the exact amount of time is not important because any activities that take place in action turns are quickly resolved. however. although it may take more or less time than that to resolve the actions which take place during such a turn. Work that takes a long time to accomplish. however. If the player fails to beat the difference. but is assumed to have stumbled or tripped in his effort to move faster. loose sand. Daleks. Each area that a character moves presents a cumulative difficulty. play then passes on to the next person. Areas of terrain with a difficulty of 3 are rare.

It is the referee who uses research turns to mark the players’ progress through an adventure and to determine when events happen. or even to flee from an enemy before firing. Their characters’ actions are predominantly of the moment. Running or Science. such as the time that a bomb is due to go off or the point at which invasion fleet of an alien menace arrives. one who wishes to analyse a plague virus uses his Science ability. It is possible for a character to travel a limited distance — less than his Move ability in areas — and still use another ability. and the use of such an ability is called an action. A character who wants to shoot someone uses his Control or Marksmanship abilities. The players say what they want to do in a turn and the referee works out what this means in terms of actions. ACTIONS Each character can in general use only one ability during a turn. Each player says what he wants his character to do when asked by the referee. such as Control.DOCTOR WHO — TIME LORD Players will usually only be aware of action turns during the game. Movement is an exception to the number of abilities that can be used in one turn. the results are worked out and then applied simultaneously. 36 . There is no set order of events in a turn. Marksmanship. Most of the time it is possible to express what a player wants to do as the use of one of his character’s abilities. It may be that the referee has to rule it is impossible for a character to achieve all that his player wants him to do in one turn. In this way it is possible for characters to close on an enemy and attack. The referee decides when one turn ends and the next one begins.

The ability roughly indicates the type of civilization that a character comes from because it summarizes the experience a typical person from a particular time and place might be expected to have. they are also a measure of his resistance to another character’s abilities. Strength determines the length of time for which a character could keep running while pursued by an enemy as well as how long he could hold his breath under water. the smaller he is: Size is just a measure of relative smallness. Big people. Small adults and children. however. is a savage yet is descended from technologically minded ancestors. The ability is not measured in pounds or kilograms. each value represents a broad range of mass. both species move at about the same speed. Abilities represent a character’s muscular power and toughness. Determination and Awareness. A small or lightly built human would have a Weight of 3. would find it harder to pass through the narrow openings that small or slightly built companions such as Jo Grant and Ace could wriggle through. Strength is the ability used to determine whether poisons take effect. and how quickly the character recovers consciousness or heals once he is wounded. The ability is also a measure of a character’s endurance. It is his ability to lift and push objects as well as to withstand injury and to damage opponents in hand to hand combat. It determines how easy it is to physically pick up the character and whether the character will fall through fragile floors or set off weight-sensitive traps. KNOWLEDGE Knowledge is a character’s ability to recall and understand information and to make sense of science and technology. however. A human has a Move of 3. his powers of deduction and so on. MOVE Move is the character’s ability to cover distance and is determined by the character’s species. hand to eye co-ordination and whether the character is clumsy or articulate. with six being the best. Control. When the Doctor explains a complicated scientific principle it is the character’s Knowledge ability that determines whether he understands the concept. STRENGTH Strength is the character’s muscular power. Abilities not only indicate what a character can do. Each ability has a numerical value of one to six. however. it also determines his defence against attacks from opponents. All objects also have Weight abilities which determines how easy they are to pick up or carry. say Size 2 or 3. Control is the ability used when a character has to leap chasms or climb trees or mountains. are slow. where the Size of the opening is the difficulty of squeezing through. Eight abilities are common to all characters: the physical abilities of Strength. a large adult would be Size 3. Most human characters have a Weight of 4. the rules assume that most targets are the same size as an average person: Size 3. CONTROL Control is the measure of a character’s agility. The ability is typically used to determine whether a character can crawl through ventilation shafts or narrow openings. The ability determines how accurate the character is at firing guns or striking with his fist or a melee weapon. need not have a high Knowledge because a character could come from a regressive background: the Doctor’s companion Leela. An animal such as a horse has a Move of 4. for example. a heavily built human would have a Weight of 5. WEIGHT Weight is a measure of the mass of a character. Low Knowledge. might indicate a character from a primitive background such as medieval Europe or even Roman times. It represents suppleness. such as the twenty-first century. Size. The ability is as much a guide to fitness as it is power. A character from the future. for example. as does a Cyberman. By default. These rates of movement. A character with high Knowledge would typically come from a point in Earth’s future. SIZE Size indicates a character’s height and build. are Size 4. The ability is mainly used to determine how easy it is to hit a character. and the mental abilities of Knowledge. a human mounted on a horse would therefore be able to travel at the horse’s rate rather than his slower speed. so a character can be short and fat or tall and thin yet still have the same Weight. for example. It is important to understand that the bigger a character’s Size ability. Weight and Move. his agility. Particularly old or feeble characters may have a low Move to represent their frailty. If the Doctor has to analyse the weakness of an enemy so that he 37 .DOCTOR WHO — TIME LORD ABILITIES What a character can or cannot do in TIME LORD is determined by the abilities that define his physical and mental powers.

Knowledge also provides inspired insight: when the characters have done everything they believe is necessary to overcome an enemy and the referee knows there is something they have missed. Marksmanship. someone who habitually carries lots of junk in his pockets might have the ability of Resourceful Pockets. Awareness also gives a character the chance to hear an enemy or creature that is creeping up behind him. Special abilities will often indicate quirks of behaviour that can be highlighted. Guidelines on assigning difficulties are given in the referee’s section. it is a character’s Determination that enables him to resist being hypnotized or to remain unmoved by the Master’s entreaties. If a character encounters a hideous creature. called special abilities. The player has failed to beat the difference. Even by moving furniture she cannot quite reach the sill. for example. a character has a chance of succeeding or failing in the attempt. It represents his ability to stick at something despite adversity. The character automatically succeeds if his ability is greater than the difficulty: the challenge is judged to be easily within his ability. High Awareness is also a characteristic of streettraders — people who are used to haggling about the prices of goods. A character who is negotiating with other characters also uses the Awareness ability. for example. this chance of success or failure depends upon his abilities. The player whose character is attempting the challenge compares the character’s ability with the difficulty. DETERMINATION Determination is a character’s mental resolve. He is trying to influence their behaviour. He succeeds if the difference between the numbers rolled on the dice is greater than the difference between the difficulty and the character’s ability. in addition to the eight common abilities: special abilities represent extra skills or areas of knowledge that have been learned through hobbies. a skill which relies upon his ability to interpret their mood and upon his communicative skills. it is the character’s Awareness that decides if he succeeds or fails. The appropriate ability for this challenge is Control and the referee 38 . The character fails and must suffer the consequences if the difference rolled on the dice is less than or equal to the difference between the difficulty and the character’s ability. the value of a special ability is rarely used by itself. and the player must roll the dice to determine whether the character succeeds or fails. It represents the character’s senses and his ability to communicate. A special ability enhances the appropriate common ability when it is used. The challenge may be to build an electronic device to defeat an enemy or simply to leap a chasm that runs across the only route to a destination. his Knowledge determines how long it takes him to solve the problem. Whatever the nature of the challenge. increases a character’s Control when he fires a gun. Jo Grant is locked in a room which has a high window. There is a chance that the character may fail if the difficulty of the challenge is greater than or equal to his ability. Indomitable Will is added to the a character’s Determination to resist attempts at hypnotizing him. it is the ability to doubt. When facing the Master. whether by speaking or through writing or art. The ability of Marksmanship. or they can be unusual natural talents. The referee decides which of a character’s abilities is appropriate to a challenge and also how hard it is to accomplish: this is the difficulty. Great orators and diplomats would have high Awareness. sports and work. Knowledge also is a character’s ability to believe or disbelieve in the improbable. AWARENESS Awareness is a character’s ability to react to his environment. Each one is a specialization of one of the eight basic abilities. it is Knowledge that gives the characters a chance of remembering or thinking of such details. Determination is used to decide whether a character is influenced by the words or actions of another character. All abilities give the players information that can be used to develop the personalities of characters. When a character is searching for a hidden opening mechanism for a door or is trying to identify whether a group of people in the distance includes friends or enemies. HOW TO USE ABILITIES Characters in a TIME LORD adventure will often be faced with challenges that they must overcome to progress further. In effect he must beat the difference to succeed. OTHER ABILITIES Most characters have other abilities. Cowards or natural survivors usually have a low Determination. Determination is the ability that decides whether the character faces it bravely or is terrified by its presence.DOCTOR WHO — TIME LORD can develop a gadget to exploit it. Determination is also the ability used to resist mind-controlling machines or to engage in psychic conflict. so she decides to jump up to get a hand hold. These special abilities typically have a value of 1 to 3. would be appropriate for a character whose hobby is rifle-shooting or who had been in the army. Anyone who enters the TARDIS for the first time will find their Knowledge tested.

The value of the special ability is added to the appropriate ability and the total is used to determine whether the character succeeds or fails. Artist [Awareness] The Artist ability means the character can paint or draw well according to the concepts of art of his time. although even a friendly. Such a character could. A character with the Bargaining ability has an intuitive feeling of an object’s worth and has the negotiating skills to obtain the right price. Bargaining [Awareness] Bargaining is the ability to obtain a fair price for goods or services. such as an assailant approaching stealthily from behind or the gentle hiss of knockout gas escaping from a container. an advanced form of navigation that allows explorers to find their way around the universe. a circus performer or a zoo-keeper. however. A character with Astrogation knows how to use the advanced instruments necessary to set a course or to identify locations in space. Animal Handling [Determination] Whether as an animal trainer. which means the difference is 1. A character with Leaping. The character has a second chance of making a gadget work using his Bench-thumping ability to determine whether he is successful. whether it is a longbow or a crossbow. Jo has Escapology 2 and Control 3. The common ability that each one enhances is given in brackets. given time. Bench-thumping [Control] Anyone who can get a television set to work by hitting it or persuade a gadget to work by thumping the laboratory bench in exasperation has the Bench-thumping ability. teach them to do tricks: he knows an animal’s habits and instinctively knows how it will react in certain situations. for example. The bow’s Wounds rating is used instead of the character’s should an arrow hit its target. so a character with Animal Handling could be an exotic dancer whose act includes snakes! Archery [Control] Archery is the ability to shoot accurately with a bow. The person playing Jo needs to beat a difference of 1 on the dice to succeed. one with Escapology could apply the ability if he were held captive and tied up with ropes. either by mimicking that person’s voice or by physically impersonating him. It is not a skill that can be used on its own: anyone who resorts to Bench-thumping must first have tried to repair or make an object using an ability such as MacGuffin. Acute Hearing [Awareness] Acute Hearing enables a character to hear quiet sounds that other characters might not notice. SPECIAL ABILITIES The special abilities listed here are those skills or talents most likely to be encountered or used by the Doctor and his companions. Astrogation [Knowledge] Pilots of spaceships would be lost without Astrogation. The character may have to dress appropriately to be convincing in the role. She does not use the Escapology value of 2 on its own because it is a bonus that is added to her Control. which gives her a total ability of 5 if she is held prisoner and tries to wriggle free of her bonds. tigers or elephants. hungry predator can be dangerous. Bargaining. Jo’s Control is 3. Artist allows a character to draw sketches of objects or people which will be generally recognizable and of the right proportion. Acting [Awareness] Acting allows a character to play the part of another person. could use this ability to help him jump a chasm. USING SPECIAL ABILITIES Sometimes a character will be faced with a challenge that is appropriate to one of his special abilities.DOCTOR WHO — TIME LORD decides that it deserves a difficulty of 4. is effective only if each person involved can communicate with the other. The ability extends to reptiles. the character has experience of handling animals such as horses. Animal Empathy [Awareness] A character with the animal empathy ability gets on well with animals and can persuade timid ones to approach him. lions. 39 . Animals will regard such a character as friendly.

DOCTOR WHO — TIME LORD Table 1: Common abilities and special abilities STRENGTH Cheat Death Iron Constitution Pain Resistance Quick Recovery Regenerative Powers KNOWLEDGE Astrogation Computing Cryptanalyis Cybernetics Detective Powers Electronics CONTROL Archery Bench-thumping Blunt Weapons Brawling Dancing Edged Weapons Escapology Fast Reactions Fisticuffs Gymnastics Juggling Leaping Lockpicking and Safecracking Marksmanship Martial Arts Mountaineering Sense of Balance Sleight of Hand Sports Stealth Thrown Weapons MOVE WEIGHT No special abilities Driving Piloting Riding SIZE Contortionism Running Sailing Swimming 40 Engineering Explosives First Aid History Law Linguistics Mathematics MacGuffin Mechanics Medicine Navigation Occultism Photographic Memory Poisons Pseudoscience Robotics Science TARDIS Temporal Science Transmat Wilderness Lore DETERMINATION Animal Handling Command Gloating Hypnotism Independent Spirit Indomitable Will Strong Passion AWARENESS Acting Acute Hearing Animal Empathy Artist Bargaining Bureaucracy Con Disguise Eloquence Gambling Intuition Keen Sight Musicianship Precision Refined Palate Resourceful Pockets Screaming Sensitive Nose Serendipity Singing Striking Appearance Tracking Ventriloquism .

Cheat Death extends the range of Wounds at which a character is seriously wounded. may not dodge in combat. Con [Awareness] Con is the ability to pull the wool over other people’s eyes. for example. Anyone who contorts their body using this ability has a Size equal to his usual Size plus their Contortionism. quarterstaff. Computing [Knowledge] Computing is the ability to use computers to elicit information as well as to program them. In effect. can take 6 Wounds before dying. 1960s go-go or 1990s house. Brawling [Control] Brawling is the dirty tricks form of close combat where anything goes. the use of mechanical and electronic components to replace organic limbs and organs. It gives the character the skill to use improvised weapons such as chairs and vases at an ability higher than his Control: the character’s Brawling is added to his Control to give his combat ability. it could also be used to misdirect people by persuading them that a source of danger is in a different place from its real location. Cheat Death enables a character to survive damage that would ordinarily kill most people. such as a replacement eye which would allow the character to see infra-red light. Human scientists. Players who have characters with this skill should try to think of clever manoeuvres to exploit an opponent’s weaknesses. Contortionism [Size] Contortionism is the ability to make a character’s build smaller by dislocating joints and twisting the body to occupy less space. Whether the character is skilled at formal court dance of the 15th century. The ability allows a character to build cybernetic parts and devices which imitate other abilities. The Con ability might be used to convince security guards that the character is really a friendly agent in disguise. Cheat Death increases a character’s Strength when determining the number of Wounds that cause death. Computing is also a character’s ability at cracking computer security. A character can use Bureaucracy can be used confuse lesser bureaucrats by implying that he knows procedure better than they do and sending them off to do pointless tasks. Cryptanalysis [Knowledge] A character with Cryptanalysis is adept at formulating and breaking codes. A character with Strength 3. mace or walking stick. Bureaucracy [Awareness] Civil servants are masters of Bureaucracy: they are able to bamboozle ordinary people with the complexities of red tape and equally they are able to slice through bureaucratic restrictions to speed progress through the ranks of a large organization. his peers at least will recognize his talent.DOCTOR WHO — TIME LORD Blunt Weapons [Control] The Blunt Weapons ability allows a character to use any blunt weapon. Referees can choose to have the character solve a code by simply rolling the dice. have also studied the subject. Cheat Death [Strength] A character with the Cheat Death ability is either lucky or has a strong will to live. 41 . With the right tone of authority it is possible that a character who shouts an order can convince anyone who is trained to obey commands to do as he wishes. however. such as a club. The weapon’s Wounds rating is used instead of the character’s if the attack hits a target. such as salute or shoulder weapons. Cryptanalysis might prove useful in addition. or make the player solve it using his own brainpower with the help of a few hints to reflect the character’s Cryptanalysis ability. however. Dancing [Control] A character with the Dancing ability can co-ordinate his movements to look graceful or at least vaguely with it on the dance floor. one with Strength 3 and Cheat Death 1 can take 8 Wounds before dying. Cybernetics [Knowledge] Cybermen are the undisputed masters of Cybernetics. A character in this state. Command [Determination] The ability to give orders is hereditary among nobility and is vital to army officers. in combat.

for which a character needs Acting. A player whose character is told vital information may forget it during the course of the game: if the character has Detective Powers then that player should be reminded of this information when it becomes important again. It is also the ability to develop new types of explosive. Electronics [Knowledge] Electronics is the ability to understand electronic components and circuits. and how to build new ones or alter existing ones. First Aid is the ability to bandage and splint injuries. she developed her own. A character who wished to tilt the car he was driving so that it could pass through a narrow opening would need to have the Driving ability. A character uses his total ability of Knowledge 42 . and a character with this ability will rarely put a foot wrong when addressing important people. Ace is the Doctor’s companion who knows most about explosives. It combines subtle body movements. stance and mannerisms so they are unlike his own or like those of someone else. On an immediately practical level. plastics and ceramics and how such properties can be employed in construction. It does not include the ability to sound like another person. Driving also allows a character quickly to familiarize himself with a strange vehicle. Eloquence [Awareness] Eloquence is the ability to use the correct form of address when negotiating with nobles. although the Doctor usually frowns upon its use. it indicates that a character knows how to handle badly injured patients. Disguise [Awareness] Disguise is the ability to change a person’s appearance using masks. jetbikes and hovercraft in difficult manoeuvres. Engineering [Knowledge] The Engineering ability gives a character an understanding of the physical properties of materials such as metals. although even she found some knots were difficult to untie quickly. axe or spear. Fast Reactions would allow a character to strike another in combat and resolve the effects before his opponent had a chance to strike back: it breaks the rule that all combat is simultaneous. Jo Grant learned Escapology as part of her training as a UNIT agent. The Master frequently disguises other people to resemble himself so he can make his getaway. It implies a knowledge of procedures. Explosives [Knowledge] Explosives is the ability to place explosive charges and bombs in the position where they are likely to do most damage. Nitro-nine has proved usefully destructive at times.DOCTOR WHO — TIME LORD Detective Powers [Knowledge] Detective Powers is the ability to notice tiny clues and to remember countless pieces of information which can later be pieced together to explain other characters’ motives and actions. Driving [Move] Driving allows a character to control vehicles such as cars. First Aid [Knowledge] First Aid is the commonsense application of life-saving techniques or medication to keep an injured or unconscious person alive or prevent him from getting worse. Edged Weapons [Control] The Edged Weapons ability allows a character to use any weapon with a cutting edge or stabbing point such as a sword. With this ability a character can effectively change his height. Escapology [Control] Escapology is the ability to escape from bonds such as ropes or chains. nitro-nine. contortionism. what they do. When a character with Fast Reactions encounters another character with Fast Reactions. motorbikes. Fast Reactions [Control] A character with Fast Reactions can act before any character without this ability. it allows a character to assess how much time it will take for pursuers to cut through bulkheads or airlock doors. the one with the highest special ability reacts first. lockpicking and knowledge of knots so that the character is in the best position to escape from his bonds once his captors are no longer paying attention. make-up and clothes so he resembles someone else. The weapon’s Wounds rating is used instead of the character’s should the weapon hit a target.

for example. Intuition [Awareness] A character with Intuition can sense when something is not quite right. and no dirty tricks are allowed! Fisticuffs allows a character to strike at an opponent and to block incoming blows. but two characters with Juggling could accurately throw objects between them to confuse or annoy a villain. Gloating [Determination] Gloating is a trait of cruel or evil characters such as the Master which exhibits itself when the Doctor or his companions are trapped or about to die. whether by luck or through an ability to cheat without being noticed. A character with this ability may be compelled to gloat in such circumstances.DOCTOR WHO — TIME LORD and First Aid to determine whether he successfully applies the techniques. A character with this ability may need the help of an object to hypnotize someone. The difficulty of sensing something depends largely upon the extent to which it would affect the character. The ability is added to Determination to resist the effects of hypnotism and so on. the Master’s technique is simply to say: ‘I am the Master and you will obey me. A character using Fisticuffs inflicts Wounds equal to half his Strength. 43 . waiting behind a filing cabinet ready to attack the character. Its main use is for entertainment. Fisticuffs [Control] Fisticuffs is a gentlemanly fighting ability: the character adheres to rules such as those formulated by the Marquess of Queensberry when he resorts to combat. Gambling also gives a character a chance of noticing whether another gambler is cheating. Indomitable Will [Determination] A character with Indomitable Will is not easily overcome by hypnotism or even the ubiquitous mind probe. Gambling [Awareness] A character with Gambling is skilled at games of chance. Iron Constitution [Strength] An Iron Constitution means a character can resist the effects of damage and poisons and cope with alien environments better than other people. they will usually rebel and follow their own course of action. Gymnastics enhances a character’s Defence against enemies’ attacks and improves his chance of leaping gaps or obstacles. A character with Iron Constitution can also endure long walks or run for long periods without tiring. Hypnotism [Determination] Hypnotism is the ability to dominate the will of another person or to put someone into a trance. Gymnastics [Control] A character with Gymnastics is supple and fit with a well-developed sense of balance. Only the character’s fists are used. but heals only an amount equal to his special ability on its own. The Doctor needed a spinning disc to hypnotize Aggedor on Peladon. or they may be able to do it just through the power of words. giving his captives time to formulate a particularly cunning plan of escape. Independent Spirit increases a character’s resistance to Con or Command. and remains in firm control of his mind.’ Independent Spirit [Determination] Anyone with Independent Spirit is not easily persuaded to do things against their will: although they may be asked or told to do something. History [Knowledge] The History ability indicates that a character is well versed in events from his past: he can remember key dates as well as details of older civilizations’ lives. The Iron Constitution ability is added to a character’s Strength whenever he has to resist the effects of wounds or poison. Juggling [Control] The ability to juggle objects requires good hand to eye co-ordination. Someone may have been in a room before he entered or that person might still be there.

Should communication prove impossible. Electronic. Marksmanship [Control] A character with the Marksmanship ability can shoot firearms or blasters accurately. The weapon’s Wounds rating is used instead of the character’s if the attack hits a target. 44 . technologically advanced locks need to be tackled by someone who is adept at Electronics or MacGuffin. Martial Arts [Control] Martial Arts is a specialized form of unarmed combat which allows a character to make deadly attacks with his fists and feet as well as to dodge and block incoming attacks. and a player should try to make the one his character practises distinctive. In essence. Medicine [Knowledge] A character with Medicine knows how to use drugs or plants to cure diseases. enabling him quickly to knock out or disable opponents. perfected Venusian Karate. and provided that a character understands how a primitive or technologically advanced gun works he can apply his Marksmanship ability in combat. are discomforted by bright lights and they cannot see in complete darkness. It is invaluable when trying to set co-ordinates for the TARDIS or to calculate how long it will take to travel anywhere. It represents scientific knowledge. Mechanics [Knowledge] Engines and machines are complicated. Characters with Keen Sight.DOCTOR WHO — TIME LORD Keen Sight [Awareness] A character with Keen Sight can spot objects at a greater distance than other characters and has a greater chance of finding objects that can be located by sight. but a character with Mechanics understands them. however. a transformer and an assortment of electronic parts into a force-field generator. a character with the Lockpicking and Safecracking ability can open mechanical locks and break into safes with combination locks. who can also jump up to grab ledges. It may prove useless. Mathematics [Knowledge] Mathematics is the ability to perform mental gymnastics with numbers and abstracts. If he wishes to only slightly injure an opponent he can choose to inflict Wounds equal to half his Strength. Linguistics [Knowledge] Linguistics is the ability to learn and understand languages. The character must have a tool of some type with which he can open the lock: it is impossible with only fingers. depending on the laws of the society in which a character with this ability finds himself. however. A character inflicts Wounds equal to his Strength when making a Martial Arts attack. for example. With the right parts such a character could build an engine or repair one. such a character may have to undertake research in a laboratory before he knows which drug will be effective. Mathematicians are almost human in comparison with statisticians. Leaping [Control] Whether through athletic training or natural ability. The Doctor might use his MacGuffin ability to convert a transistor radio into a short-range radio transmitter or to convert a length of electrical cable. There are many types of martial arts. It is rarely needed because many of the people that the Doctor and his companions encounter speak English. counter poisons or to speed healing and recovery. the character is adept at leaping great distances. MacGuffin [Knowledge] MacGuffin is the ability to build gadgets out of available parts to be able to defeat an enemy or get out of sticky situations. Law [Knowledge] Law is the ability to understand and debate legal points and to present cases. inspiration and a grasp of the weaknesses of an enemy. Gaping chasms present little challenge to such a character. all guns work in the same way. The third Doctor. chandeliers or tree branches. Lockpicking and Safecracking [Control] Whether equipped with a bent hairpin or skeleton keys. Linguistics allows a character to study and learn a language so that basic desires and intents can be expressed. If a patient’s condition is unusual or unknown.

rooms. Precision [Awareness] The character with this ability is uncannily accurate at judging distances. K9’s use of this ability. Quick Recovery [Strength] A character with Quick Recovery heals or recovers consciousness faster than most people. Refined Palate [Awareness] A character who has a Refined Palate has an exceptionally well developed sense of taste. faces. extends to repairing only his electronic circuits. piano or recorder. he will find it hard to fly the vehicle. Pseudoscience [Knowledge] Pseudoscience is the ability quickly to come up with convincing scientific arguments or explanations which either sound impressive or are accurate but confusing. Pain Resistance [Strength] Pain Resistance is the ability to tolerate the effects of wounds and torture. Pseudoscience can be made into a personality trait of a character: the Doctor would not explain that a piece of apparatus had blown a fuse without first declaring that the temporal feedback circuit had overloaded. He can also produce antidotes. It is purely a visual skill and does not imply an ability to remember names unless they have been printed next to a picture. for example. The Quick Recovery ability is added to the character’s Strength whenever he tries to regain consciousness or makes a healing roll. rockets or spaceships. Regenerative Powers typically allow repairs or healing to occur at the end of each research turn. The ability also implies a familiarity with superstitions and old sayings. 45 . angles and speeds. Piloting [Move] The Piloting ability allows a character to fly aircraft. Musicianship [Awareness] Musicianship is the ability to play musical instruments. A character with a Refined Palate in ancient times would probably find himself employed as a food-taster. a Time Lord uses this ability to change his form to overcome massive tissue damage. Photographic Memory [Knowledge] Photographic Memory is the ability to observe and remember in perfect detail diagrams. A character with this ability should choose which instrument he can play. Navigation [Knowledge] Navigation is the ability of a character to use the stars that are visible from his native planet to chart a course over land or sea. the character must be conscious to use it. Occultism [Knowledge] A character with Occultism knows about the white and black magic practices of witches. Regenerative Powers [Strength] Regenerative Powers is the ability to self-heal or repair damaged parts of the body. A character with Pseudoscience has the ability to baffle people with science. It increases a character’s chance of resisting the effects of wounds when they are inflicted. druids and the like.DOCTOR WHO — TIME LORD Mountaineering [Control] The Mountaineering ability indicates that a character can climb awkward rock faces and knows how to tackle easy ones using only handholds. Poisons [Knowledge] This ability indicates the character knows how to formulate or extract poisons. The ability to play one kind of instrument may be applicable to another: a character who could play the guitar should also be able to adjust to a lute. The ability is of no use if the character has succumbed to his wounds. If the manner of travel is more advanced than that associated with the technology of the character’s time and space. reams of secret plans and the shape and size of objects. The Doctor once started to explain the Blinovitch limitation effect to Jo Grant about time travel in The Day of the Daleks. although he would undoubtedly be able to help another more skilled pilot. Such a character appreciates good food and drink and can sense when something doesn’t taste as it should do. pseudoscience could have been used to come up with name of the effect and provide a brief explanation. such as guitar.

melodic singing voice which other people regard as pleasant to listen to. more routinely it might be used to produce a small bag of jelly babies as required. chemistry or biology. but original uses of this ability shouldn’t be discounted: Victoria’s screams were amplified to kill a parasitic weed in Fury from the Deep. Sailing [Move] Sailing is the ability to handle small sailing craft such as dinghies. Serendipity [Awareness] Serendipity is the ability to make happy chance finds. such as physics. tunnels or ventilation shafts. Screaming [Awareness] Screaming is the ability to make a noise that can be heard through miles of catacombs. Cybermen. the Doctor produces a cricket ball for Harry Sullivan to throw at a panel. Instead of moving normally he can opt to run: his Move is increased by the value of his Running ability. yachts and windsurfers. It also allows a character to spur a mount to move faster. sometimes only partial. for example. Jo Grant. Sense of Balance [Control] A character who has Sense of Balance is perfectly at ease on a tightrope or on a narrow ledge because their natural balance is so good that they are unlikely to fall. resistance to a type of attack or substance. although the extremes of either will ultimately affect them. It can also be used to repair robots and alter their personalities. Science [Knowledge] Science is the ability to understand and apply the principles of the main sciences. He has a strong. the character’s Riding is added to the animal’s Move. A character could be immune to the effects of a specific poison. A character with this ability should avoid noisome locations and unwashed barbarians. for example. or a type of energy. In The Ark in Space . to palm small objects or even to cheat people at cards. A character with Serendipity can make the find or be responsible for events leading up to it. Singing [Awareness] A character with Singing has received vocal training. for example. Robotics [Knowledge] Robotics is the ability to build and program robots as well as to understand how robotic minds think. or could be used to appreciate food and drink. Sensitive Nose [Awareness] A character with a Sensitive Nose has a keen sense of smell. Special Immunity [Strength] Special Immunity conveys additional. Its main purpose is to alert the Doctor that one of his companions is in distress. A character may make a mistake or clumsily knock over something. The item need not be recorded on the character sheet: it is assumed that the character habitually carries an assortment of junk in his pockets. This might allow him to smell gas or chemicals before they can harm him. Players may specify which sciences their characters are particularly adept at. spilled a jar of powdered mushrooms over the Doctor’s microscope slides in The Green Death which led to the discovery that the fungus was deadly to a species of mutant giant maggots.DOCTOR WHO — TIME LORD Resourceful Pockets [Awareness] Resourceful Pockets is a character’s ability to find useful objects in his pockets. Sense of Balance also allows characters to perform tricks such as spinning plates on poles or to run egg and spoon races with little danger of breaking anything. although it may seem disastrous at the time the event does some good. Riding [Move] Riding is the ability to control and stay on animals such as horses with or without stirrups. Running [Move] A character with the Running ability is especially quick. have a Special Immunity to heat and a Special Immunity to cold. 46 . Sleight of Hand [Control] Sleight of Hand is the ability to manipulate objects without being noticed: it is typically used to pick a person’s pockets. saddles and reins.

Characters who are trying to spot someone who is hidden or moving stealthily match their Awareness against the character’s Stealth. animals and climate of his native environment. Thrown Weapons [Control] A character with the Thrown Weapons ability can accurately throw weapons such as javelins. to work out what is needed to repair it. This affects how other characters react to them. Wilderness Lore means the character knows what he should and should not eat. TARDIS [Knowledge] TARDIS is the ability to operate the TARDIS’s controls and. Swimming [Move] Characters are assumed to be able to swim to a limited degree. to hide in cover or to do both at once. such as cricket.DOCTOR WHO — TIME LORD Sports [Control] A character with Sports should choose a sport at which he is adept. Although a character may have the TARDIS ability. Stealth [Control] Stealth is the ability to move quietly. If the object of their affections is ever in danger. Characters without the TARDIS ability cannot do much more than open the doors of this time and space machine. Strong Passion [Determination] A character with the Strong Passion ability has a strong emotional attachment for someone. the more likely he is to survive. Tracking [Awareness] Tracking is the ability to follow the trail of a person or animal by identifying footprints or noticing clues such as broken twigs and bent blades of grass. a companion with a pretty face might be more able to convince a security guard to let her pass. which reptiles and insects are poisonous. In situations where skills learned in the sport could help the character. and the greater his ability. Wilderness Lore [Knowledge] A character with Wilderness Lore is familiar with the plants. this does not mean he can fully control it. football or rugby. when something goes wrong. the Strong Passion ability is added to the character’s Determination to give them extra mental staying power. those with the Swimming ability can swim well and cope with strong currents. Striking Appearance [Awareness] Attractive or handsome characters have the Striking Appearance ability. the sports ability is added to the character’s Control. Temporal Science [Knowledge] Temporal Science is the ability to understand the theories and limitations of time travel. 47 . The ability also applies to rocks and other improvised weapons such as bits of furniture or ornaments. and which large animals are dangerous. Ventriloquism [Awareness] A character with Ventriloquism can throw his voice to make it seem as if the sound comes from a source some distance away. Transmat [Knowledge] Transmat is the ability to operate and understand Transmat. The weapon’s Wounds rating is used instead of the character’s if the weapon hits its target. axes and daggers. an instant form of travel by matter transmission.

Whatever the player decides to do. Only characters in the same area can attack each other in close combat. stay in the same area and perform an action at an increased difficulty of 2. Her ability to attack in close combat is 5 if she strikes with her fist. The main difference between ranged weapons combat and close combat is the distance over which each takes place. Although each player will resolve his character’s actions in turn. Close combat takes place between characters who are in the same area. he waits until the referee asks him before revealing his action. whether in the form of a simple duel between two people or a confused melee that involves dozens of characters. Success largely depends on choosing the right moment to act. Edged Weapons 2 and Archery 1. however. n Stay in the same area and dodge any attack made against him. attempt to reset the controls of a runaway machine. Both types of combat use the same procedure. There is one option that can be chosen during an action turn: n Abandon any previously stated intention. it is known as the character’s Attack. Martial Arts or Marksmanship. All actions in one turn of combat are assumed to occur at the same time. and keeps track of the results. Whether this value is Control on its own or Control enhanced by another ability. 7 and 6. but no attacks can be made using close combat on anyone outside that area. Leela’s abilities are Control 5. the Doctor and his companions have no choice: they must resort to violence to get out of an awkward situation. It may be that some characters do nothing that is relevant to combat: they might choose to make use of other abilities. which is why they have such freedom to act in an area. Characters who are not involved in combat. It covers fisticuffs and swordplay. Someone armed with a ranged weapon can fire at a target in the same area or one typically up to six areas away. the results are applied only after all characters have had a turn. the submachine-guns and rifles of UNIT troops. It is important to remember that only the player whose character is attacking rolls the dice. Characters are assumed to be moving about rather than remaining stationary while they are in combat. The character whose attack is being resolved is called the attacker. An attack made in combat counts as the character’s one action for a round. It covers attacks made by weapons such as Dalek guns. whether in primitive or technologically advanced cultures. Her Attack is respectively 5. in which case the total of his Control and his special ability is used. This value may be enhanced by abilities such as Edged Weapons. Sometimes. could move and. for example. as his action. however. The Doctor. The defender may also be referred to as the target when he is attacked by a character who is using a ranged weapon. n Try to move a number of areas whose difficulty is greater than or equal to his Move ability (including any special abilities such as Running) by beating the difference. it can also be an attempt to use any ability. That player’s character hits if he overcomes his opponent’s defences. Within an area there are no restrictions on who can attack whom. her ability is 7 if she strikes with an edged weapon such as her knife.DOCTOR WHO — TIME LORD COMBAT Fighting is a dangerous pursuit. performing an action usually means attacking an opponent. The referee decides which actions are resolved first. and attacking a creature that is armed with a powerful energy weapon is foolhardy. Although in all these options. n Move a number of areas whose difficulty is less than his Move ability (including any special abilities) and perform an action while evading or parrying an attack from one specified opponent. PROCEDURE Each player decides what his character is going to do during the turn. his opponent is the defender. There are two types of physical combat: close combat and ranged weapons combat. may move about the same area or be engaged in other tasks at the same time. ATTACK AND DEFENCE A character’s skill at making attacks in combat is his Control. A character has five options he can choose from at the beginning of an action turn: n Stay in the same area and do nothing except recover from any wounds. Few of the Doctor’s companions can come through more than a fist-fight unscathed. n Stay in the same area and perform an action while evading or parrying an attack from any one specified opponent. 48 . Ranged weapons combat is fighting that takes place at a distance. Such a character forfeits any right to attack or defend. and the bows and thrown spears of primitive tribes. it is 6 if she shoots a crossbow in ranged weapons combat.

In ranged weapons combat. Even a character who was going to attack can change his mind and choose to dodge should he discover that more than one attack is going to be made against him. would be added to Move. 2 Performing an action will often mean attacking an opponent. stay in the same area and perform an action2 1 Ability — Defence in close combat Size Defence in ranged combat Size + Range — Relevant ability1 Size + Control1 Size (+ Control1 against a specified opponent) Size + Range + Control1 Size + Range (+ Control1 against a specified opponent) — Size Size + Range Relevant ability1 minus the number of areas moved Size (+Control1 against a specified opponent) Size + Range (+Control1 against a specified opponent) Relevant ability1 –2 Size Size + Range These abilities include any relevant special abilities. A dodging character forfeits any right to attack but has a Defence equal to the sum of his Size and Control against any attack made against him that he is aware of. He must use a weapon to parry an attack. Control and ability with the parrying weapon. If the defender evades. unless he has the Martial Arts ability. but it can also mean attempting to use any ability. his Defence is the sum of his Size and 49 . the distance to the target in areas at the end of the turn is added to the target’s Defence. A defender who parries has a Defence equal to the sum of his Size.DOCTOR WHO — TIME LORD Table 2: Character options in an action turn Option — to be stated at the start of the turn Stay in the same area and recover/do nothing Stay in the same area and dodge all attacks Stay in the same area and perform an action2 while evading or parrying an attack from one specified opponent Try to move a number of areas whose difficulty is greater than the character’s Move1 by beating the difference Move a number of areas whose difficulty is less than the character’s Move1 and perform an action2 while evading or parrying an attack from a specified opponent Option — to be stated during an action turn Abandon any previously stated intention. in which case the best option is to dodge all the attacks. such as the Doctor attempting to reset the controls of a Zygodon machine using his Knowledge ability. can only evade. an unarmed character. A character who attacks and defends in close combat during the same turn can increase his Defence by parrying or evading one opponent’s blow. The basic Defence of a character against an attack is his Size. The Running special ability. This ability applies to any and all attacks made against the character in one round: Size is the inherent difficulty of hitting a person. for example. Sometimes a character will have more than one attack made against him.

She would automatically hit anyone who had a Defence of 6 or less. then the character hits the defender if his player can beat the difference between Attack and Defence by the difference rolled on the dice. however. Her basic Defence against any attack is 3. although the effects of this may not immediately be noticed. the attacker needs to beat the difference between these values to wound the defender. When a character hits an opponent in combat. for example. Leela fires a bolt from her crossbow and inflicts 4 Wounds against a Cyberman that has Armour 9. If she dodges her Defence is 8 and 10 respectively at those ranges. which is expressed as Armour 4. Size 3 and Edged Weapons 2. is always recorded whether or not he is overcome by them. All the Wounds are inflicted if the protection of the armour is beaten. The number of Wounds inflicted is compared with the protection of the armour. such as a stationary Size 3 opponent at a range of 2 areas. Against a target with Defence 7. If the number of Wounds is equal to or less than the protection of the armour. not the players. her Defence is 5 against an attacker who is 2 areas away. Armour absorbs either all or none of the Wounds from an attack. RESOLVING AN ATTACK A player who declares that his character is attacking waits until the referee is ready to resolve his action. such as a dodging Size 3 opponent with Control 3 at a range of one area. The defender is automatically overcome if the number of Wounds inflicted is greater than his Strength. ARMOUR Some of the Doctor’s enemies wear armour that may protect them from the Wounds inflicted by an attack. A character feels the effects of Wounds only if they overcome his Strength. All the damage gets through and injures the target if the number of Wounds is greater that the protection of the armour. he inflicts a number of Wounds appropriate to the weapon he is using. Her player needs to beat a difference of 5 to get through the armour and wound the Cyberman. WOUNDS The amount of physical harm that any attack does to a target is measured in wounds. Any player whose character is making an attack compares the appropriate Attack with the Defence of the opponent. EFFECTS OF WOUNDS Wounds always injure a character. The metallic skin of a Cyberman makes it hard to destroy even when using a blaster. It may be that he elects to resolve all the referee characters’ attacks before determining the results of the player characters’ attacks. her player would need to beat a difference of 1 on the dice. She would need a difference of 2 or more on the dice to hit an opponent with Defence 8. Against an opponent with a Defence of 7 or more. Bolts fired from her crossbow inflict 4 Wounds each. are encased in an armoured shell that protects the creature inside from most small-arms. If Attack is equal to or less than the opponent’s Defence. The blow automatically hits if Attack is greater than the opponent’s Defence. Leela inflicts 4 Wounds with her knife if she beats an opponent’s Defence.DOCTOR WHO — TIME LORD Control. Ranged weapons attacks can be evaded or dodged but not parried. Leela’s abilities are Control 5. Armour 8 and so on. the attacker must beat the difference between Strength and Wounds to overcome the defender. The effects of wounds are worked out direct if the defender does not wear armour. She could still make an attack and then choose to parry or evade one attack made against her. She inflicts 2 Wounds (half her Strength of 5 rounded down) if she uses her fists. The total number of Wounds that a character receives. because the range is 0 areas. decides in which order any attacks are made. She would automatically hit a target with Defence 5. The player and Leela learn the hard way that Cybermen are generally immune to arrows. it is 8 if she evades. 50 . the character’s Size is his Defence against any other attacks. She has Defence 8 against any attack made against her if she dodges. Leela’s Attack is 6 (Control 5 plus Archery 1). Her basic Defence against ranged weapons attacks is 3 if the attacker is in the same area. A parry or evasion can be applied to only one attack. her player would need to roll the dice to beat the difference between Leela’s Attack and her adversary’s Defence. In ranged weapons combat using a crossbow. If the number of Wounds against the defender is equal to or less than his Strength. Her Defence against one close combat attack is 10 if she parries with a knife. Daleks. Leela has Attack 7 with her knife (Control 5 plus Edged Weapons 2). which is impossible because she can only equal that difference. The referee.

he may move or attack next round as normal. Alternatively. Each resolves his attack as normal. His player should bear in mind. neither character has a hold on the other. The soldier is Size 3 but presents only his head and shoulder as a target: the rest is of him is protected by a wall. such as fists. but may still resolve his attack if he has yet to do so. the weapon is dropped but the defender is not injured. whether a character is overcome or resists the effects. such as a guard crouching behind a crate and whose head is the only visible part of his body. A Dalek’s eye-stalk is vital if it is to see but is less heavily armoured than its body. An overcome character may be near to death or even dead depending on the number of Wounds he has taken. Grappling is resolved in the same way as hand to hand combat. the characters are wrestling for an advantage. Grappling Few of the Doctor’s companions use weapons to attack opponents: they either indulge in fisticuffs or try to restrain or wrestle with an enemy. or might try to aim blows to disable or disarm opponents rather than kill them. If both attacks fail.DOCTOR WHO — TIME LORD A character who is overcome falls unconscious to the ground at the end of the turn. Grappling attacks do not wound the defender. An area that contains more than five characters becomes crowded. No character may use a ranged weapon in a crowded area. Leela aims her crossbow at an enemy soldier who is shooting at her from around a corner. Inventive players may come up with a special move that requires careful adjudication. and the total number of Wounds against a character should be recorded. A defender may use any defensive ability he feels is appropriate: parrying is interpreted as using a weapon to intimidate the attacker. Characters in a crowded area may use only short weapons. This determines whether the character is unconscious. Control and relevant grappling ability of his captor to break free. If the Wounds inflicted beat the Strength of the opponent. If he succeeds. typically Size plus Control and an ability such as Brawling. If the grappling attack succeeds. Aiming Some creatures are too tough to be beaten in a straight fight and often the only way to defeat them is to attack a weak spot. rather than try to harm him. that the character is wounded and that further injury could easily result in death. typically Size 5. Aiming does not affect the procedure for combat: the Size of the specific part of the target is used instead of the target’s usual Size. an aimed attack can be made at the opponent’s weapon itself. The biggest target that an attacker can grapple is the chest and arms of his opponent. A character who is restrained in this way may attempt to break free in subsequent turns. Whoever breaks free first while retaining hold of his opponent gains the upper hand. SPECIAL RULES Combat is not always straightforward. Crowding Up to five characters can be in one area without impeding one another: anyone in such an area can act freely. the attacker must beat the difference between his Strength and the defender’s Strength to restrain his opponent. evading or dodging are simply techniques to get out of the way. the size of this target is used to determine the opponent’s Defence. He presents a Size 5 (head and shoulders) target to determine his Defence against Leela’s attack. however. A restrained character with a grappling ability can elect to use this and his Control instead of Strength. Any character who is not overcome by his wounds can continue to act normally. a Cyberman is especially vulnerable to gold items shot into the grille on its chest unit. The person restraining him is assumed to be trying to prevent this escape. by making an aimed attack at his enemy’s weapon arm. depending on circumstances. The base difficulty is calculated from the character with the highest abilities. If two or more people restrain someone. Disarming An attacker can deliberately try to disarm an opponent. although people outside a crowded area can fire at targets in that area. although it may be better. aiming to beat the weapon’s Strength in order to break it. each additional character adds one to the difficulty of breaking free. near to death or dead. He should say which part of his opponent he is going to restrain. This type of combat is used to capture opponents unharmed for questioning. 51 . or natural weapons. Sometimes two characters will try to grapple each other. such as knives. Characters also have to aim if they have to shoot at partly obscured targets. except that the player states his character is going to grapple an opponent when asked to declare his action. If both attacks succeed. The player states that his character is doing so as his action for a turn. Wounds are cumulative. Anyone who grapples has a Defence equal to his grappling ability. to restrain an opponent’s weapon arm. The character needs to beat the difference between his Strength and sum of the Strength.

Shooting into melees Shooting a ranged weapon into a group of friends and enemies is a dangerous pursuit: the attacker is as likely to hit a friend as he is to hit an enemy. therefore. the grenade would have landed in the same area as the Cybermen but exploded only next turn. Group fire Soldiers use group fire with ranged weapons to stand a better chance of hitting a target. The attack is resolved the same way as a normal ranged weapons attack. Grenades Area weapons such as grenades or dynamite are not aimed at people. The Defence of a target in a group is increased by the number of the attacker’s friends or allies in that group. If one minus the result on the dice is zero. except that the difficulty is increased by two. Regardless of the number of characters involved in group fire. rather they are aimed at a particular area. each with Control 3 and Marksmanship 1. adds one to this Attack. say by running across an opening. to his target. 52 . This is likely if a target comes into view only briefly in the round. at a Raston Robot. A negative number means the grenade undershoots by that many areas. grenades have a maximum range of three areas). A snapshot could also be made to shoot at a target before it moves out of range. The difficulty. The range is three areas. perhaps one that is partly concealed by cover or one that must be disabled by shooting at a weak point. which means it can direct the fire of five Cybermen — itself and the four it is leading. resulting in a Defence of 5. It is possible that once it becomes clear where everyone is moving that a player will want his character to fire at a different target from the one he originally intended. indicating an overshoot of one area). however. restraining him and resisting any attempts to break free.DOCTOR WHO — TIME LORD Once a character has successfully restrained an opponent he can hold on to him. He has to beat a difference of 2 to succeed but rolls double 6 — a result of 0. giving people in the area a chance to move away or even to pick up the grenade and throw it back! A UNIT soldier with Control 3 throws a grenade at a Size 2 area containing a group of Cybermen. The Cyber-lieutenant has Attack 5. A Cyber-lieutenant with Control 3 and Marksmanship 2 directs the fire of four other Cybermen. If the attack misses yet would ordinarily beat the unadjusted Defence of the target. the grenade still lands in its target area but it does not explode that turn: it explodes in the next action turn. depends on the Size of the area (typically Size 2 for an area measuring 3 metres by 3 metres) and the range (as thrown weapons. the Wounds for only one hit is used to overcome the opponent. up to a maximum of the fire-director’s ability. The grenade lands one area further away than intended (one minus the result is plus one. The overall Attack of all five Cybermen firing at one target is 9. The Defence of the attacker’s friend is immaterial: he is automatically hit in this instance. still causing damage to people or property — this is only likely if characters with low ability try throwing a grenade at a range of 2–3 areas. may fall short or even overshoot. A snapshot is equivalent to choosing the sixth action turn option: the character remains in the same area and abandons what he originally intended to do. Had he rolled a result of 1. Each additional character. The grenade still travels along the original line of fire it was intended to be projected along and explodes in its new area. Snapshot A snapshot is any ranged weapons attack that is made without preparation. The character with the highest appropriate combat ability directs fire. by line of sight. or can attempt wrestling attacks such as picking up his opponent and throwing him to the ground! The referee should flexibly interpret an inventive player’s wishes and work out appropriate difficulties. Any characters that are in the same area can combine the fire from the same type of ranged weapons. a positive number means the grenade overshoots by that many areas. the attacker has hit the nearest friend. and his ability is used as the base Attack to hit the target. One minus the result on the dice is the number of areas away from the target area that a grenade lands if the attack misses. An attack that misses.

Ranged weapons are used to attack opponents at a distance. Natural weapons can be either soft or hard: fists and feet are soft because they are fleshy. CLOSE-COMBAT WEAPONS Natural weapons Any attack which is made with a part of a creature’s body is made with a natural weapon: fists. There is good reason for keeping out of the way of weapons: they are dangerous. however. There are always exceptions. and Jamie. they are not mercenaries who plunder time and space while armed to the teeth. blunt weapons and edged weapons. When an adventure reaches a sticky moment where only a fight will allow the Doctor and his companions to continue. (A Strength 1 person would inflict 0 Wounds. An edged weapon inflicts 4 Wounds. perhaps by the Doctor. axes and spears are all edged weapons. In the game they can be used to attack only opponents that are in the same area as the wielder. however. from carrying weapons. chitinous mandibles. Weapons are best left to those who are able to handle them skilfully. There are three categories of close-combat weapons: natural weapons. although this would not damage anyone. Soft natural weapons may not be used to parry attacks other than those made by soft natural weapons. His attacks inflict Wounds equal to his strength. Blunt weapons inflict 3 Wounds. Weapons are divided into two categories: close-combat weapons and ranged weapons. The wounds inflicted. rapiers. feet. the Doctor and his companions may have to fight to survive or attain an objective. A blow from a sword is quite likely to put down most human opponents: only someone who is heavily armoured or quite strong will be able to fight on. Companions are often ordinary people who have just become mixed up with the Doctor’s travels. Close-combat weapons can be used only against nearby opponents. who might carry a revolver. a medieval knight’s mace. teeth and claws are all natural weapons. The threat of being hit can prove more effective than actually striking or firing at a character. A soft natural weapon inflicts Wounds equal to half the character’s Strength. 53 . Edged weapons damage vital organs. Unless companions have a good reason for being armed they should be discouraged. however. are often sufficient to knock out an opponent for an action turn. claws and horns are hard. The number of wounds that a weapon inflicts on an opponent depends on its category.) A hard natural weapon is more effective: it inflicts Wounds equal to the character’s Strength. are best qualified to survive a fight. they are more likely to knock out an opponent when they hit.DOCTOR WHO — TIME LORD WEAPONS The Doctor and his companions rarely use weapons. Like blunt weapons. Because blunt weapons inflict more wounds than most characters’ fists. Swords. say. There are four categories of ranged weapons: thrown weapons. either killing an opponent or knocking them out owing to the pain of the wound. usually from zero to six areas away. firearms and blasters. bows. A character who has the Martial Arts ability strikes with his hands and feet as if he were using hard natural weapons. Characters such as the Brigadier. Attacks made with fists or feet do not usually injure an opponent sufficiently to kill him. Edged weapons A weapon with a sharp cutting edge or which has a point used for thrusting is treated as an edged weapon. The referee and the players should be prepared to adapt to circumstances. An attacker who hits his opponent too many times or who is exceptionally strong may well be capable of killing an opponent. as Tegan proved in Earthshock when she grabbed a Cyberman’s blaster and capably blew away its colleagues. a blaster or a rifle. One blow from any weapon is usually sufficient to seriously injure a companion or the Doctor. the butt of a gun or a household object such as a vase or a chair are all blunt weapons. A club made from a tree branch. teeth. who would probably feel uneasy if he didn’t have his dirk. such as a sword. they are more likely to be threatened by opponents that use them. The weakness of fist attacks is one of the main reasons why characters choose to use something better. edged weapons inflict more wounds than a character’s fist could. In the course of their adventures. such trained warriors will be more useful than someone who does not know one end of a blaster from another. A Cyberman is an especially dangerous: its hard metal fist inflicts 6 Wounds — it is as lethal as a blaster. Such a character may also attempt to deflect attacks as if he were trying to parry them. any halves are rounded down. Blunt weapons A blunt weapon is a weapon that does not have a cutting edge or a point that is used for thrusting. the dice should still be rolled to determine whether the weak blow knocks out its target. They are unlikely to kill most opponents because they inflict fewer wounds than.

Guns should be treated more as a threat: they are often used to intimidate at close range. spears. hard Blunt weapons Edged weapons Wounds 1/2 x Strength Strength 3 4 Table 4: Ranged weapons Category Blaster (alien) Blaster (Earth type) Bows Light thrown weapons Heavy thrown weapons Pistol Revolver Rifle Shotgun Submachine-gun 1 The Range (areas) —1 —1 5 3 3 4 4 —1 4 —1 Wounds 8 6 4 3 4 5 5 5 5 5 or 6 range of these weapons is in effect limited only by the difficulty of the target and the skill of the user RANGED WEAPONS Thrown weapons Missile weapons that are held in the hand and hurled at their target are thrown weapons. the best defence is to run away. Only the Brigadier. although an especially powerful bow might have a range of six areas. It takes an action to string an arrow for a long or compound bow. Most 54 . heavy thrown weapons inflict 4 Wounds. although many of them are prepared to pick up a gun and use it if necessary. FIREARMS It is unusual for the Doctor’s companions to carry firearms. Close-combat weapons. The category includes daggers. A crossbow requires two actions to cock and load. Yates and other UNIT soldiers would typically carry guns in the Doctor’s TARDIS.DOCTOR WHO — TIME LORD Table 3: Close-combat weapons Category Natural weapons. There are two types of thrown weapon: light and heavy. blasters and bows are simple compared with firearms. giving it a maximum rate of fire of one shot every two action turns. Thrown weapons have a maximum range of three areas. Although a firearm is easy to use. A light thrown weapon is usually no more than a foot or so long. Bows Bows and crossbows have a maximum range of five areas. javelins and boulders. but they would probably feel uncomfortable without their weapons! Guns are also notoriously ineffective against creatures such as Daleks or creations of antimatter. The category includes daggers. it is complicated by the mechanisms and loading procedures that different designs have necessitated. An arrow fired from a bow inflicts 4 Wounds. giving it a maximum rate of fire of one shot every three action turns. A heavy thrown weapon is either long or bulky: the class includes spears. Benton. rocks and household objects such as vases or other ornaments. soft Natural weapons. Light thrown weapons inflict 3 Wounds. throwing knives and small rocks.

roll three times to hit three targets. Blunt weapons or brawling abilities are appropriate to this use: any gun used this way inflicts 3 Wounds. BLASTERS A blaster is a firearm with a short range but devastating effect. Revolvers. A submachine-gun inflicts 5 Wounds on each target when it is set to single shot or used to fire into an area. other magazines take two actions for every six shots they contain. and three actions to reload a muzzle-loading musket or rifle. Most of the time a referee need not worry about the time it takes to reload such guns. revolvers and shotguns All pistols. muskets and rifles. can be reloaded as one action and is then ready to fire two shots. which gives them a maximum rate of fire of one shot every two action turns. A submachine-gun set to automatic expends 10 shots in a burst. Single-shot setting increases the difficulty to hit a target by one. Pistols. It shoots powerful bolts of energy which are capable of damaging steel and concrete. The term embraces flintlock pistols. Referees who wish fully to detail actual weapons should feel free to do so. and submachine-guns typically have 30-shot magazines. whether they are able to reload it or understand how it works is another matter.DOCTOR WHO — TIME LORD characters in TIME LORD should be able to pick up a gun and fire it. inflict 5 Wounds and have a maximum range of four areas. Different cultures in the 55 . for example. A firearm is a small gun that uses an explosive charge to fire a bullet. revolvers. Guns with magazines Rifles with magazines. a maximum of three bursts can typically be fired using the same magazine. it is one shot every four action turns for a musket. The fastest rate of fire possible with a flintlock pistol is one shot every three action turns. weapons used by soldiers in some of the most violent conflicts of Earth’s history. Even the Daleks had recourse to a machine-gun when their blasters failed them on the energy-draining planet of Exxilon. The first determines how long it takes to reload a gun before it can be fired. Breech-loaders Breech-loading guns are faster to reload than muzzle-loaders. the only important information is how many rounds a gun can fire before it runs out of ammunition. A double-barrelled shotgun. A submachine-gun set on automatic and used to fire at only one target inflicts 6 Wounds. but longer to reload a magazine or to reload a revolver. All guns can be used as makeshift blunt weapons in hand to hand combat. regardless of the ammunition used. however. The attacker rolls to hit each target in the area into which he is shooting. He would. Rifles and muskets A rifle or musket inflicts 5 Wounds. one after the other in different turns: its rate of fire is two shots every three action turns. pistols and rifles typically have six-shot magazines. automatic pistols and submachine-guns can be fired each turn until their ammunition runs out. All breech-loaders take one action to reload. a single hit is enough to put down most opponents. LOADING MECHANISMS Muzzle-loaders Early firearms are loaded by inserting the gunpowder charge and the bullet in the muzzle of the gun and ramming them down to the breech. A submachine-gun set to automatic fire can attack either all the targets in an area — it cannot discriminate between friend and foe! — or one target. It takes one action to replace a magazine with a fresh one. revolvers and shotguns. GUN TYPES Submachine-guns Submachine-guns can be set to fire single shots or in bursts. Firearms are classified according to their loading mechanism and their power. Muskets increase the difficulty to hit a target by 1 because they are inaccurate. the second determines the number of Wounds that a gun inflicts. Shotguns are classed as breech-loading guns. revolvers. increasing the damage done. This time-consuming process gives them a slow rate of fire. It takes two actions to reload a muzzle-loading pistol. A magazine or revolver with up to six shots capacity takes two actions to reload. Soldiers in UNIT or from the time of the English Civil War or the French Revolution would typically be armed with a firearm of some type.

Ice Warriors and Cybermen. This is enough to seriously injure or kill a typical opponent. Primitive societies have more use for armour than advanced ones simply because their ancient weapons are more likely to be deflected by armour: there are few suits of armour that can withstand gunfire and still be practical to wear. an arm or the head. in which case the explosive shell inflicts 6 Wounds to targets in the area of detonation and 3 Wounds to targets in adjacent areas. some of which have built it into their very form. inflict 6 Wounds on every person in the same area and 3 Wounds to anyone in an adjacent area. When a blaster is set to kill it inflicts the maximum number of wounds it is capable of doing. There are three categories of armour: full armour. Apart from these differences and some slight variations in performance. The zones are calculated the same way as those for explosives in Part Five. Most Earth soldiers’ blasters inflict 3 Wounds when set to stun. all targets in the secondary zone of effect are attacked at half this value. sticks of dynamite and cans of nitro-nine need special mention. Larger quantities of explosives inflict proportionately more damage. grenades and areas of effect appear in Part Five. The Thrown Weapons ability governs their accuracy when they are thrown into an area. its flexibility more than compensates. Although it may sometimes do no more damage than more primitive weapons such as UNIT’s rifles. Most explosives used in a quantity capable of being thrown. typically inflicting the maximum number of Wounds to targets in the primary zone of effect. their warlike enemies make frequent use of these defences. All targets in the primary zone of effect of an explosion are attacked at the full Wounds value of the explosive. a knight’s hauberk and a policeman’s bullet-proof jacket all count as body armour. A soldier would be equipped with a blaster in much the same way as he would receive a sword or axe in ancient times. Referee’s notes on explosives. UNIT troops frequently resort to bazookas to deal with alien menaces. however. HEAVY WEAPONS It is unlikely that any character will use more powerful weapons than the hand-held weapons outlined here. Like full armour. body armour and partial armour. This is usually sufficient to lightly injure a typical opponent and make him fall unconscious. although a heavily armoured target such as a Dalek or Cyberman may completely escape damage.DOCTOR WHO — TIME LORD universe have developed blasters which use different forms of energy. There are few weak points in a suit of full armour: those that exist are limited to eye-slits and the inside of joints. Body armour would not count against a blow aimed at. including grenades and bundles of dynamite. ARMOUR AND SHIELDS Although neither the Doctor nor his companions have much use for armour or shields except as part of a disguise. Most Earth soldiers’ blasters inflict a maximum of 6 Wounds. say. Blasters are personal weapons with a limited range. Yet the blaster is far more flexible as a weapon: it can be used to hit targets at a distance and it can be set to kill or stun opponents. all blasters are treated the same way in TIME LORD. Explosives and grenades attack not only the area they are detonated in but also adjacent areas. Shells from field guns and the like can be improvised in their effect: they are area weapons with an even greater radius of effect than grenades. Most soldiers set their blasters to kill. which makes the threat of a hit an unpleasant proposition for a character. rounded up. Full armour always counts against any attack against the wearer unless that attack is aimed at a weak point. whereas Daleks have gunsticks which rely on nuclear energy. 56 . A suggested Wounds score is 12. Soldiers from 21st century Earth and beyond use lasers that use the energy of light. depending on their power. It is the type of armour worn by Earth’s medieval knights and alien species such as the Daleks. These weapons have a range of 6 areas and inflict 8 Wounds if they hit. Yet strong armour is still used by technologically advanced species. body armour always counts against any attack against the wearer unless that attack is aimed at a part of the body that is not covered by the armour. GRENADES AND EXPLOSIVES Area weapons such as grenades. Full armour is an all-encasing suit of armour that protects its wearer from top to toe. Nitro-nine is more effective: one can inflicts 7 Wounds to targets in the area of detonation and 4 Wounds to targets in adjacent areas. A blaster that is set to stun inflicts half the maximum number of wounds it is capable of doing. A Greek hoplite’s skirt and cuirass. the Explosives ability is used to place them accurately for a controlled explosion or for demolition work. Full armour is heavy and restricting: the Move of any creature or person wearing it is reduced by 1 unless the armour forms part of its natural skin or an in-built part of its mechanism. Sea Devils’ weapons use heat. half maximum Wounds in the secondary zone of effect. which would inflict 6 Wounds in the secondary zone of effect. They can also be aimed at an area. Body armour covers only the wearer’s torso. The Daleks and the Cybermen have both harnessed the properties of alloys and metals to create armour that is tough enough to withstand the firepower of the races they seek to dominate.

Padded cloth is Armour 1. Tough leather is soft leather armour that has been specially treated. A buckler increases the difficulty by 1. does have its uses: it protects vulnerable parts of the body from disabling attacks and allows anyone wearing body armour to reduce the number of vulnerable points. Reflective armour is intended to reduce the effect of laser blasters by reflecting or dispersing the high-energy beam of light. Soft leather is Armour 2. making it a far harder target to hit than Leela as a whole. If the attacker fails to beat the difference between Wounds and Armour. Unlike full armour and body armour. Plastic-fibre armour rates as Armour 5. the tin hat of an English Tommy from the First World War or a Gallifreyan guard’s headpiece it is a useful defence against a sly attack from behind. It is most commonly worn as a quilted hauberk. Leela’s durable leather clothing is the equivalent of tough leather body armour: she has Armour 3 covering her chest and abdomen. gauntlets and helmets. but also includes leather jerkins and biker’s leathers. plastic-fibre armour does not reduce the Move of its wearer. Protection is always expressed in the form Armour 2. leggings. Armour 8 and so on. a larger shield increases the difficulty by 2. arms or legs. Plate metal armour is the beaten breastplates of Greek warriors or the full suits of armour worn by late medieval knights. sleeves. his blow lands as if the defender were wearing no armour and he tests to overcome the defender’s Strength as normal. Partial armour. in some ancient civilizations it is even the best armour that can be produced. it has no general effect against attacks. partial armour counts only against attacks that are aimed at the part of the body it protects. If worn as full armour. although exceptionally thick and heavy winter clothing may give the same effect. If the attacker beats the difference between Wounds and Armour. It is typically worn as padding beneath metal armour. Her arm. Any attack whose Wounds are greater than the defender’s Armour automatically gets through the armour. Many helmets also count as plate metal armour. Anyone attacking her has to get through this armour if they hit. impact-resistant plastic fibres woven together into a cloth or bonded into strong plates. Tough leather is Armour 3. vambraces. It rates as Armour 5 and is the best that can be achieved through Earth’s metalworking techniques. sometimes with sleeves. Shields always increase the difficulty of hitting the wielder. It is the material used to make bulletproof vests and riot gear and offers protection against attack in a lightweight form. Soft leather is little better than padded cloth. his blow does not injure the defender: the armour has deflected or absorbed all of the damage. Primitive armour Padded cloth is the most basic type of armour and affords little protection. however. Leela could also add any benefits from dodging or parrying to her defence.DOCTOR WHO — TIME LORD Partial armour is the individual elements of armour that go into making up a full suit of armour: it includes greaves. It rates as Armour 4. It is the type of armour typically worn by castle guards. Armour 3. 57 . unless they choose to make an aimed attack at her head. Flexible metal armour comprises linked rings of metal or small scales of metal sewn to a leather undercoat and is commonly known as mail or scale armour. is Size 6. A helmet is the commonest piece of partial armour worn by soldiers: whether it is a Viking helmet. who is Size 4. Leela’s armour does not protect her if an attack hits one of these areas. in effect making it Armour 6 against lasers. where the number is the difficulty that must be overcome by the Wounds inflicted by the attack. They are effective only against attacks from the front and shield side that the wielder is aware of. The protection that armour affords depends on the material from which it is made. Advanced armour Plastic-fibre armour consists of strong. however. Overlapping plates of metal provide flexible joints in full suits of this type of armour. It counts as plastic-fibre armour but with the ability of Special Immunity 1 against laser light. Shields are a special type of partial armour.

although First Aid or Medicine could quickly return him to full health. carelessness or nobility may make this a real danger. It is unlikely that a character who behaves sensibly in an adventure will die. He is seriously wounded if the number of Wounds he has taken is greater than his Strength but less than or equal to twice his Strength. He may not heal his wounds until he receives medical attention such as First Aid or Medicine. A character is lightly wounded if the total number of Wounds he has taken is equal to or less than his Strength. even the Doctor who can regenerate to survive attacks that would kill an ordinary person. A lightly wounded character does not need medical attention to heal his wounds. although he may attempt to recover consciousness. A character with Strength 3. have been applied to dead characters and it may be that the dead can walk again. A character is dead if the number if Wounds he has taken is greater than twice his Strength. The character can recover from such an injury quickly. or has been knocked out by a gentle blow from a blunt weapon. however. The number of Wounds a character has taken and the character’s Strength determine his health. Players should certainly not treat their characters as if they had script immunity: to a certain extent they do. A seriously wounded character who does not receive medical attention takes one Wound for each hour (four research turns) he does not receive attention: such a character will eventually die. but the Gods of Ragnarok animated his body long enough for him to perform a service for them. Seriously wounded A character who is seriously wounded has received a painful wound that needs medical attention or a long time to heal. In effect they increase a character’s Strength. Even companions of the Doctor have died in the course of his adventures.DOCTOR WHO — TIME LORD DEATH AND INJURY All characters should fear death in TIME LORD. Some abilities such as Cheat Death or Iron Constitution affect a character’s resistance to pain and even death. but a moment of rashness. Dead The character is dead and cannot be brought back to life. allowing him to take a greater number of Wounds before dying or being seriously wounded. First Aid may be sufficient to make a seriously wounded character only lightly wounded. Grisly experiments or powers. for example. seriously wounded if he has taken 4 to 6 Wounds. Captain Cook in The Greatest Show in the Galaxy was killed. and dead if he has taken 7 or more Wounds. for example. Lightly wounded A character who is lightly wounded has received a wound which is only a graze. is lightly wounded if he has taken 1 to 3 Wounds. 58 . but this alone will not save them.


Anyone who is overcome can try to regain consciousness at the end of each action turn except the one in which he fell unconscious. When all opponents have been overcome or restrained, however, a character may try to recover from being unconscious only at the end of each research turn that has passed since the fight finished. An overcome character may therefore be able to return to the fight if he is only lightly wounded, but if he is still unconscious after the fight he probably needs medical treatment. Whether a character recovers or remains unconscious depends on his Strength and his Wounds. He recovers at the appropriate time by beating the difference between his Strength and his Wounds. Anyone who recovers may act normally, although they are still wounded: Wounds are removed only by healing. A character whose Strength is greater than his Wounds automatically recovers at the end of the turn after the one in which he was wounded. Such a character is only lightly wounded: in effect he has been dazed or winded by the force of an attack. Seriously wounded characters — those whose Wounds are greater than their Strength — can take some time to recover and it may even be impossible for them to do so without assistance. Such a person, however, may recover just in time to save the day or execute the next part of his master’s evil plan.

A Kaled scientist has been badly injured, receiving 6 Wounds from an attack. He has Strength 3, which means he recovers if he can beat the difference of 3. He fails to do so while the combat rages around him, but after everyone has left he has a chance to recover every research turn and might be able to alert Davros and the Daleks to his failure.

Wounded characters will get better of their own accord as time passes, provided that they are not too badly wounded. This process is called natural healing. Natural healing removes Wounds equal to the character’s Strength for each week of bed rest: the damage is healed at the end of such a week. Healing continues until the character’s Wounds level is zero, at which point the character has fully recovered. No character may have a negative Wounds score. First Aid and proper medical attention can speed the natural healing process.

A character with Strength 3 would recover three points of Wounds after one week of bed rest. If he had 5 Wounds, after one week he would have 2 Wounds, and after two weeks he would have 0 Wounds.

Use of First Aid
First Aid may be applied only once to a wounded character: it assumes that whoever administers First Aid tends to any injuries as best he can. A character with the First Aid ability immediately heals Wounds equal to the value of his special ability if he can beat the difference between his total ability and the Wounds of the injured person. Anyone who applies First Aid but fails to heal Wounds has still bandaged the injured person, who will not suffer further wounds due to bleeding. First Aid requires basic medical facilities, such as clean bandages and water, or a first aid kit.

Katarina has Control 2 and First Aid 2, giving her a total ability of 4 at First Aid. She cleans and bandages the wounds Steven received at Troy. He has received 6 Wounds, which means Katarina must beat the difference of 2 to succeed. She reduces his Wounds by 2 if she succeeds, otherwise she merely makes a neat job of bandaging him.

Use of Medicine
Characters with the Medicine ability are trained doctors or nurses who understand the medical techniques and drugs of their time. Anyone with the Medicine ability can heal Wounds equal to his special ability on its own if he can beat the difference between his total ability and the injured person’s Wounds. Medicine may be applied to any injured character, provided that no other such attempt has been made in the previous 24 hours. A failed attempt at Medicine does not prevent further attempts at using this ability, although each attempt must be at least 24 hours later than any other. Medicine, however, requires specialized drugs or equipment to be effective. Many useful items may be kept in a doctor’s bag, for example, but this does not mean that all the required drugs are carried. A doctor might carry antibiotics with him, for example, but have no antidotes for snake venoms. Applying the wrong medication brings no benefit.

After Katarina has successfully applied First Aid to Steven’s Wounds, the Doctor examines him. The Doctor has Knowledge 6 and Medicine 1, giving him a total Medicine ability of 7: he deduces that Steven’s wound is infected,


but does not have the right drugs to cure his companion. He sets course for a planet that he hopes will provide the right drugs. Once he finds them, he needs to beat the difference between his total ability of 7 and Steven’s Wounds, now standing at 4, to heal 1 Wound a day. His ability is high enough automatically to succeed, but without the drugs he is powerless. After Katarina’s attention, Steven regains consciousness after one research turn. His Strength of 5 means he is now only lightly wounded because he has only 4 Wounds. The referee, however, rules that the infected wound is equivalent to a slow-acting poison of potency Wounds 3, and rolls the dice every six hours (24 research turns) to see whether Steven falls unconscious again. As the Doctor speeds the TARDIS towards civilization, Steven seesaws between wakefulness and sleep.



Some creatures are especially dangerous because their attacks rely on venom rather than damage to kill or paralyse opponents. Whether such a creature is a snake or a Cybermat, all companions should be wary of its attacks. Not all poisons come from creatures: intelligent men and creatures often use them on weapons or in food either to kill or drug their enemies. Such poisons are encountered only rarely. Poison come in two basic types: slow-acting and quick-acting. It may be injected, ingested or rely on contact with the skin to take effect. A slow-acting poison gradually builds up in the body of its victim until it reaches a lethal dose, whereas a quick-acting one immediately attacks its victim at full strength, and gradually loses its effectiveness as the victim’s body shrugs off its effects. All poisons have Wounds ratings that represent the maximum effectiveness of that poison.

Quick-acting poison
A quick-acting poison attacks the Strength of the character with its full Wounds rating. If it overcomes the character, either because its Wounds rating is higher than the Strength of the character, or because the referee beats the difference between these values, then the character is overcome and takes Wounds equal to those of the poison. After the initial attack, the poison continues to attack the character’s Strength but at reduced values. The Wounds rating of most quick-acting poisons decays at a rate of one point an action turn: after one action turn a Wounds 6 poison attacks at Wounds 5, delivering 5 Wounds if it overcomes the character’s Strength. Once a poison reaches Wounds 0 it has no further effect. Any further attacks which increase the level of toxin in the victim’s body increase the Wounds only up to the maximum for that poison. A Wounds 6 quick-acting poison is deadly and rare; snake venom is typically Wounds 4 or Wounds 3.

Slow-acting poison
A slow-acting poison increases in effectiveness from 1 Wound up to its maximum Wounds rating. The usual rate of increase is one point every research turn, although those poisons that rely on repeated doses to take effect increase in effectiveness only when each dose is given. If the current Wounds rating of a slow-acting poison beats the Strength of a character, either because the Wounds rating is higher than the Strength of the character or because the referee beats the difference, then that character is overcome. A slow-acting poison wounds a character only if it overcomes his Strength. Slow-acting poisons that do not require repeated doses decay in potency once they have reached their maximum Wounds rating. The rate of decay is equal to the rate at which they increased in potency. Poisons that rely on repeated doses can be maintained at their maximum level by further doses. Once a slow-acting poison has decayed to Wounds 0 it has no further effect.

Lethal poisons that inflict enough Wounds on a character will kill him. The Wounds inflicted by such a poison can be healed by natural healing, although this is usually too slow to prevent the character from dying. First Aid will be effective if applied, but usually heals too little to counteract the effects of poison. Medicine, with the appropriate antidote, is the only sure cure. The correct antidote immediately and completely neutralizes the poison and allows healing to take place. Poisons that paralyse or make a person sleep do not kill: they achieve their effects with the object of keeping the victim alive. Wounds inflicted by such a poison may be healed through natural healing while the character is paralysed or asleep. First Aid and Medicine are also effective.

Wounds inflicted by dirty weapons, such as swords or spears from primitive civilizations, may be infected. Such Wounds can be treated as slow-acting poisons, building up from Wounds 1 to a maximum of Wounds 3, with an effect time of 6 to 24 hours. The referee may change these values depending on the circumstances.


for example.DOCTOR WHO — TIME LORD FALLS Vertiginous heights are very much a part of DOCTOR WHO. One slip when ascending or descending a cliff face can mean death or severe injury at the least. Soft ground. such as Swimming to represent diving into water. rock inflicts 3 Wounds. such as mud or water. inflicts 2 Wounds. There are usually 3 metres to each vertical area. so a fall of 3 metres. a fall of 10 metres is a fall of four areas. inflicts 1 Wound. the same fall into water would inflict only 4 Wounds. such as packed earth. and particularly dangerous ground. such as jagged rocks or spikes inflicts 4 Wounds. Distance is measured in terms of vertical areas: the referee decides how many areas represent the distance. The number of Wounds a character takes from any fall depends on the distance he travels and the ground he lands on. If a character attempts to use an appropriate ability to avoid injury. and characters should quite rightly be wary of them. The number of areas the character falls is added to this base value to determine the total number of Wounds inflicted. A fall of 3 areas onto rock would inflict 7 Wounds. The type of ground that the character falls on decides the base amount of Wounds that are inflicted. 62 . the Wounds that would be inflicted by the fall count as the difficulty of avoiding injury. is only a fall of one area. hard ground.

for example. the effect is much the same: they cannot breathe because their air supply has been cut off. Characters put into a hypnotic trance. If he is overcome. The number of action turns that a character is without completely without air counts as a difficulty against Strength that he must beat to avoid taking damage. and would only start trying to beat the difference on the fifth turn. They must beat the difference at the end of every research turn instead of every action turn. however.DOCTOR WHO — TIME LORD SUFFOCATION AND DROWNING Whether a character is drowning or suffocating. Turlough. can resist the effects of suffocation — caused. by the removal of air from an airlock — better than usual. with Strength 4 and Iron Constitution 1 has a total ability of 5 to resist suffocation or drowning: he could easily remain without air for four action turns. If he fails to recover he automatically take 3 Wounds. 63 . a special ability such as Iron Constitution increases his resistance. Any character who fails to beat the difference takes 3 Wounds. he have a chance to recover at the end of the next turn to resist the further effects of oxygen deprivation.

DOCTOR WHO — TIME LORD PART FOUR The Cast of Thousands 64 .

wing-collared white shirt. the first incarnation of the Doctor is distinctive enough before even considering his lined. As masters of time travel. Intuition 2. Disguise 1. Parts of his memory open and close. to the extent that in his first and second incarnations he has no real control over its destination. Eloquence 2. Time Lords have two hearts. however. revealing new talents and obscuring old ones. Medicine 1. Refined Palate 1. is that you never know what you are going to get. even in his somewhat unreliable TARDIS. especially to balk the forces of evil that are at work in the universes of matter and antimatter. The Doctor is currently in his seventh incarnation. TARDIS 1 Determination: 7. Each incarnation of the Doctor has unique traits and abilities. however. The Doctor is commonly mistaken for ambassadors or badly needed experts. as the Doctor says. Acting 1. Iron Constitution 2. Each of the seven Doctors is detailed on the following pages. the Doctor is known as a graduate of the Prydon College of the Academy. Detective Powers 1. limiting his form to thirteen incarnations and ultimately restricting his apparent immortality. either. but a particularly clever one. Even as a crusader of time and space. Regenerative Powers 3 Control: 4. Bench-thumping 1.DOCTOR WHO — TIME LORD WHO IS THE DOCTOR? An incorrigible meddler in the affairs of other species. cream and brown checked trousers and waistcoat. Law 2. There is seldom any consistent plan to deal with enemies. The Doctor’s weapons are truth and bluff: use them well! THE FIRST DOCTOR Apparent age: late 60s Species: Gallifreyan Equipment: Walking cane. Bureaucracy 1. First Aid 2. swept-back white hair. no matter what arguments are raised against him. Electronics 1. regimented existence of the Time Lords. what the Doctor knows in one incarnation does not necessarily transfer to the next one. the Doctor is seldom methodical. all Time Lords can regenerate their physical form to compensate for massive tissue damage and to avoid impending death. On Gallifrey. These names are provided to tell the players and the referee alike which companions travelled in the TARDIS at the same time so that only suitable ones adventure together. and the Doctor is as likely to get caught up in events over which he has no control as he is to stumble across Daleks or Cybermen. If he interferes willingly. Astrogation 1. who wear green. however. Striking Appearance 2 Dressed in a black frock-coat. MacGuffin 2. Such regenerations. blue-stoned ring. Prydonians are considered to be the best students out of the Arcalians. self-hypnotism) to save them from truly harmful conditions. He is vain. and the heliotrope-clad Patrexes. Blunt Weapons 2. His TARDIS is as temperamental as he is. he always acts for the best of intentions. along with the names of the companions he has regularly travelled. Anyone who is given the role of the Doctor to play should carefully study the abilities and traits of the appropriate incarnation. He is undoubtedly an eccentric. Pseudoscience 1. and is entitled to wear its scarlet and orange ceremonial robes. arrogant and determined to get his own way. and an ability to fall into a self-induced trance (in effect. pince-nez. A Time Lord. Stealth 1 Size: 3 Weight: 4 Move: 2. The trouble with regeneration. Bargaining 1. he knows best 65 . black floppy ribbon tie. Robotics 1. is that of regeneration. the next he can be accusing his companions of all kinds of treachery. his skills are likely to be put to use before he has a chance to explain — by which time it is too late to protest. the Doctor is tetchy and temperamental: one moment he can be warm and friendly. Running 2 Knowledge: 6. Cryptanalysis 2. As far as the Doctor is concerned. His physical size and appearance change as well. the planet of the Time Lords. Fisticuffs 1. Most remarkable of all their abilities. a practice that the Doctor is constantly trying to prove is wrong: he believes interference is sometimes warranted. Sensitive Nose 1. Cheat Death 2. He prefers the freedom of roaming throughout time and space. are not always easy on the Doctor or his companions because his new personality takes time to stabilize. Like a snake shedding an old skin. the Doctor is in self-imposed exile from Gallifrey. although a new incarnation is likely to be unhappy about the changes to his physiognomy. penetratingly intelligent blue eyes and long. Sleight of Hand 1. his people have a responsible policy of non-interference in the affairs of other species. silk handkerchief. Science 2. hawklike face. can regenerate only twelve times. Indomitable Will 1 Awareness: 4. In this incarnation. to the dull. TARDIS key Strength: 3. a phenomenal constitution that enables them to withstand environments that would kill a human.

sulky and then bemused in a matter of minutes. the Doctor continually thinks of escape plans or ways of outbluffing or outmanoeuvring his opponents. the Doctor is sometimes just bluff and bluster. sonic screwdriver. He can become obsessed with small objects that to him are quite important yet seem irrelevant to anyone else. but somehow they get results. which is framed by a mop of tousled black hair. Barbara and Vicki. wrinkled face. Law 2. His scientific methods are haphazard. the Doctor appears distinctly ruffled and comical owing to his shapeless clothing: he wears a baggy black frock-coat. Jamie and Victoria. black and pale pink broad-checked trousers. sometimes erroneous judgments on good and evil. At the same time. an illusion that is usefully disarming and conceals the Doctor’s true intelligence from potential enemies. Vicki and Steven. He regards his companions as charges that need protecting and shows great concern should one of them go missing or be threatened. Stealth 2 Size: 4 Weight: 3 Move: 3. for instance. from which he is a runaway. Polly. The crusty nature of his first incarnation has gone: the Doctor welcomes the presence of companions aboard the TARDIS and meets the unknown with a cheerful. He regards all of them as largely ignorant of science and short of ideas. 66 . TARDIS key Strength: 4.DOCTOR WHO — TIME LORD and everyone had better do it his way. He is somewhat amoral. MacGuffin 2. the Doctor becomes an alarmingly aggressive figure: if he loses an argument he becomes ruffled and unsettled. the Doctor can look cheerful. Mischievous blue eyes twinkle out of his cheerful. It is then that he begins to doubt his abilities or the safety or effectiveness of equipment. Even when things are against him. Jamie and Zoe. Science 2. Striking Appearance 2 In his second incarnation. Marksmanship 1. On his travels the Doctor will talk little of his home planet. pale blue short-sleeved shirt. sad. Cheat Death 2. small straggly navy bow-tie with white polka-dots. His moral sense of good and evil is more balanced. Brawling 1. Iron Constitution 2. Con 2. A victim of fast changing moods. Suitable groups of companions: Polly and Ben. THE SECOND DOCTOR Apparent age: early 40s Species: Gallifreyan Equipment: Gaily painted recorder. When he displays his bloody-mindedness. He often seems to be nothing more than a bumbling idiot. His memory for names is poor. telescope. Steven and Dodo. and he will do his utmost to thwart or destroy what he believes is wrong. Ian. He maintains his clear-headedness by abstaining from alcohol. Hypnotism 2. Detective Powers 1. 500-year diary. his strong mind and ability to think quickly make him an inspiring leader who can restore courage to his frightened companions or direct people who are lost in indecision. Electronics 2. and he will often confuse them: Ian Chesterton often gets called Chesterfield. Barbara and Susan. Cryptanalysis 2. Sleight of Hand 1. Yet beneath the charm he can be a devious schemer. For all his seeming intelligence and capabilities. His charm can equally be turned on powerful leaders to gain their favour. The second Doctor is an accident waiting to happen: he blunders his way through space and time relying on luck and quick thinking to extricate himself and his companions from trouble. Musicianship (recorder) 1. To all intents and purposes he is a gentleman time-traveller with a limited ability to control his ship. Yet the Doctor’s clowning and seeming ineffectiveness is not always an act: he is easily flustered. Indomitable Will 2 Awareness: and scuffed ankle. Polly and Ben. but will quickly assume the credit for any of his companions’ cleverness. Medicine 1. disarming grin. While the Doctor thinks he will often toot tunes on his recorder to relax or even dance a jig. ill-considered action. making his own. especially by his less experienced companions. Intuition 2. Ben and Jamie. The Doctor will clown his way through adversity to put his enemies off guard until he finds their vulnerable points. however. Suitable groups of companions: Ian. Pseudoscience 3. Piloting 1. Bench-thumping 3. Robotics 1. voluminous silk handkerchief. Temporal Science 2. Running 1 Knowledge: 6. who can panic him into hasty. Regenerative Powers 3 Control: 4. By nature the Doctor loves a puzzle: he is intrigued by things that are out of place. TARDIS 2. First Aid 2. Transmat 1 Determination: 5. Virtually all the Doctor’s new acquaintances are mistrusted when they travel in the TARDIS and it takes time for the Doctor to treat them as friends. Resourceful Pockets 2.

Brawling 1. Hypnotism 1. bohemian adventurer with a great passion for his travels in time and space. Striking Appearance 2 If the second Doctor was a clown. he has piercing blue eyes and mid-length white hair. black bow tie and black cape lined with purple silk. MacGuffin 2. Transmat 2 Determination: 6. Archery 1. Piloting 1. Iron Constitution 2. Science 2. Computing 1. Suitable companions: The Brigadier. the Doctor is an exponent of Venusian karate — one of the few beings with two arms that has been able to master this martial art — which he is quite prepared to use in self-defence. Astrogation 1. Fast Reactions 1. Yet he abhors violence and is always ready to criticize the excessive or unnecessary use of force. Rules and authority figures irritate the Doctor: he detests the stonewalling of politicians or bureaucrats when action must clearly be taken. he continually tries to overcome the physical limits they have put on the TARDIS and the mental block he has on dematerialization codes. Medicine 1. Iron Constitution 2. Pseudoscience 3. Refined Palate 1. Occult 1. sonic screwdriver. Indomitable Will 2 Awareness: 4. a white shirt with ruffled front and cuffs. Sailing 1 Knowledge: 6. Very much a man of action. TARDIS 2. Leaping 1. Robotics 1. Pseudoscience 3. Medicine 1. Explosives 1. Resourceful Pockets 1. He typically wears an elegantly tailored black velvet jacket. and he greets the unknown with a ‘How do you do’ rather than a gun. Sensitive Nose 1. ultrasonic dog whistle. Electronics 2. Driving 1. Martial Arts. both causes on which. He is often to be found head down at work on some circuit in the TARDIS’s control console or making improvements to his antiquated yellow car Bessie. Intuition 2. Dangerous or pollution-creating technology is an immediate target for his scathing criticism and he is quite prepared to interfere to encourage environmentally sound progress. Occult 1. Lockpicking and Safecracking 1. TARDIS 1 Determination: 6. Temporal Science 2. he will preach to companions and opponents alike. then the third Doctor can be described only as a dandy. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. Regenerative Powers 1 Control: 5. Law 1. Running 1 Knowledge: 6. given the opportunity. Cheat Death 2. Sleight of Hand 2. Command 1. Bench-thumping 2. Cheat Death 1. Computing 1. The third Doctor’s dandified image is complemented by an appreciation of fine wine and food: he is undoubtedly a connoisseur. encouraging them to live together in harmony rather than fighting. Indomitable Will 2 Awareness: 4. Stealth 2 Size: 3 Weight: 4 Move: 3. Edged Weapons 2. He always seeks to negotiate a peace between intelligent species. Driving 2. Sergeant Benton. He is the voice of reason when others prove indecisive or obstructive. flexible face is lined and wise-looking. TARDIS key Strength: 4. His humorous. Cryptanalysis 2. He is always ready to risk himself to save others. First Aid 2. The Doctor is a humanitarian and an environmentalist. Resourceful Pockets 2. he should have the abilities TARDIS 2 and Temporal Science 2. First Aid 2. black trousers. Sleight of Hand 2. Note: If the third Doctor’s knowledge of time travel has been restored. MacGuffin 2. Lockpicking and Safecracking 1. Disguise 1. The Doctor is an incorrigible tinkerer and a great lover of gadgets and different means of transport. matching 67 . Intuition 2. Science 2. Striking Appearance 2 The fourth Doctor is a lively. Archery 1. Electronics 2. His clothes are decidedly eccentric: a light grey wool coat trimmed with black felt on the collar and cuffs. Running 1. Exiled to Earth by the Time Lords. Captain Yates and Liz. Jo or Sarah. Regenerative Powers 3 Control: 5. long scarf.DOCTOR WHO — TIME LORD THE THIRD DOCTOR Apparent age: mid 50s Species: Gallifreyan Equipment: Sonic screwdriver. Stealth 2. Bench-thumping 3. THE FOURTH DOCTOR Apparent age: mid 30s Species: Gallifreyan Equipment: Bag of jelly babies. Hypnotism 1. TARDIS key Strength: 5. Mechanics 1.

His companions may even find his actions morally unacceptable: despite his abhorrence of unnecessary killing. TARDIS key Strength: 4. Although he never intentionally neglects the safety of his companions. puns and offerings of jelly babies are the Doctor’s weapons against a hostile greeting. able to make friends easily with a winning smile and a touch of humour. Temporal Science 2. Brawling 2. Sleight of Hand 2. Piloting 1. stick of celery on left coat lapel. Electronics 2. And his companions often take the blame for his mistakes. Con 1. Romana 2. K9 and Adric. Thrown Weapons 2 Size: 3 Weight: 4 Move: 3. He has a wild-looking face. Command 1. is erratic: the Doctor is temperamental and prepared to be bluntly rude to anyone who interferes with his work. a cream and brown waistcoat. Cryptanalysis 2. This incarnation of the Doctor is more of a loner than previous ones: he regards companions as a hazard because they require too much safeguarding. His blue eyes and straight fair hair heighten his innocent appearance. Medicine 1. offering help or advice and sometimes even tinkering before anyone can stop him. however. and does not mean to upset his companions. Striking Appearance 1. Odd-looking as he is. Hypnotism 1. The Doctor’s carefree approach to his adventures often lands him in trouble from which he sometimes struggles to extricate himself. He asks questions of other people at random. Marksmanship 2. Bench-thumping 2. He often goes along with someone’s plan just to buy thinking time: he has a clear sense of right and wrong. open-necked shirt and a long scarf that has to be looped round his neck many times to keep it out of the way of his feet. Stealth 1. leaving behind or sometimes losing vital pieces of equipment. he is angry if anyone ever disobeys such an order. He dresses in old-fashioned cricketing clothes: a long fawn coat with red edging. Sport (cricket) 3. anxious character who is plainly worried about the course of events or the real intent of those people he encounters. Mountaineering 1. A panama hat with a red hat band is usually kept folded in a coat pocket. can conceal a nervous. he dislikes those in authority. The charm. Nyssa and Tegan. often with no apparent connection. He can be too protective. with a great awareness both of his and his companions’ mortality. TARDIS 2. Detective Powers 1.DOCTOR WHO — TIME LORD baggy grey trousers tucked into brown calf-length boots. cricket ball. His genius. The ensemble is topped off by a wide-brimmed black felt hat. Running 1 Knowledge: 6. His seeming innocence makes the Doctor a disarming person to meet: he uses boyish charm and a friendly smile to win the confidence of others. Pseudoscience 3. even ordering companions to stay on board the TARDIS. yet is not out of place: this incarnation of the Doctor is far more vulnerable than previous or successive ones. however. Reckless in action. however. The Doctor is constantly bubbling with ideas and responds quickly to the stimulus of new information. Suitable groups of companions: Sarah and Harry. Computing 1. Leela and K9. Yet their tendency to wander into danger is sometimes the Doctor’s fault: he has a habit of withholding important information while he tries to work out what is going on. Iron Constitution 2. Tracking 1 The youthful appearance of the fifth Doctor belies his great age and experience. MacGuffin 2. the Doctor is a hugely charismatic figure. cream cricketing pullover and sports shirt also trimmed in red. Indomitable Will 1 Awareness: 5. He tends to be absent-minded. Such nervous energy translates into a sense of urgency when the Doctor finally acts. Science 2. Regenerative Powers 2 Control: 4. Resourceful Pockets 1. Adric. Transmat 1 Determination: 6. He will inveigle himself into hectic situations before the participants even have time to realize there is a stranger among them. Edged Weapons 2. the Doctor is not afraid to shoot an enemy if he believes it is the best and only solution. blue eyes and a mass of unruly curly brown hair. Romana 1 and K9. Like his previous incarnation. however. the Doctor never seems completely to succeed: his solutions to problems are somehow incomplete and can have tragic consequences. THE FIFTH DOCTOR Apparent age: early 30s Species: Gallifreyan Equipment: Sonic screwdriver. He acts for the best of motives. He adopts this approach even in adversity: any captor is likely to be subjected to a stream of seemingly inane observations or witticisms while the Doctor plans his escape. Driving 1. The Doctor will risk his own life to save his friends if they are in trouble and comfort them if they are afraid or upset: he often has to reassure Tegan with the 68 . his naive approach often endangers their lives. in his attempts to buy time while he thinks through a problem. First Aid 2. Cheat Death 2. cream and red striped trousers and white cricket boots. Witty comments.

Stealth 2 Size: 4 Weight: 3 Move: 3. Medicine 2. He is a supreme egotist: he loves the sound of his loud. abrasive personality. Science 2. Electronics 1. Bench-thumping 2. He can be unbearable if he is correct. Running 1. Disguise 2. Animal Handling 1. Iron Constitution 2. Words are not the Doctor’s only weapon. his comical appearance disguises an in-depth knowledge of the nature of the universe. A blue ribbon-like cravat with white polka-dots is worn round the collar of a white shirt and he wears a cat badge on his left lapel. however. Regenerative Powers 3 Control: 5. Temporal Science 2 Determination: 6. in which case he sulks. Pseudoscience 2. Musicianship (keyboards) 1. Resourceful Pockets 2. Cryptanalysis 1. MacGuffin 1. Nyssa. First Aid 1. brightly coloured clothes that the sixth incarnation of the Doctor wears reveal much about his personality. Suitable companions: Peri or Mel. The Doctor is quite pleased with his ability to do the unexpected. Brawling 1. Tegan. Regenerative Powers 3 Control: 4. Tegan and Turlough. Hypnotism 1. THE SIXTH DOCTOR Apparent age: late 30s Species: Gallifreyan Equipment: Golf umbrella. Leaping 2. Con 2. Cryptanalysis 2. MacGuffin 2. Keen Sight 1. Driving 1. His actions. Escapology 1. his favourite song is On With The Motley. making him look like a timetravelling jester. Computing 1. The Doctor will interrupt an opponent with childish outbursts and rude remarks. Science 2. Brawling 1. and although he shares his predecessors’ dislike of killing. First Aid 2. or if he is wrong. Bureaucracy 1. Striking Appearance 2 The garish. The Doctor is undoubtedly a great warrior of words: debates and arguments excite him and he is a great orator. Stealth 1 Size: 3 Weight: 4 Move: 3. Striking Appearance 1 Although the seventh Doctor looks like a music hall entertainer. resounding voice and has incredible confidence in his own abilities. His theatrical temperament permits only him to be the centre of attention. Indomitable Will 2 Awareness: 4. Medicine 2. Such changing moods make him appear unstable to his companions. voluminous handkerchief. Nyssa and Tegan. The Doctor likes to sing while he works. Resourceful Pockets 1. but to him it is a sign only of genius. and cannot keep quiet while the other person has his say. Pseudoscience 3. Unsurprisingly. Swimming 1 Knowledge: 7. Turlough and Peri. Electronics 2. His temperament is somewhat erratic and changes quickly and violently. Cheat Death 2. Sleight of Hand 2. Iron Constitution 2. TARDIS 2. Juggling 1. Indomitable Will 1 Awareness: 4. TARDIS key Strength: 4. are often showy. vital information and plots that he must follow up to win the game of chess against evil played on the board of the uni- 69 . and unnecessarily elaborate. Intuition 2. he is quite prepared to shoot if needs be. teddy bear. He is quite able to act quickly and ruthlessly to overcome an attacker. Detective Powers 1. Intuition 2. He is prone to pontification. THE SEVENTH DOCTOR Apparent age: early 40s Species: Gallifreyan Equipment: Umbrella. the Doctor can be unintentionally rude in pointing out the mistakes or stupidity of others.’ Suitable groups of companions: Adric. Temporal Science 2 Determination: 7. Computing 1.DOCTOR WHO — TIME LORD words ‘Brave heart. It is as if this incarnation has lost areas of memory restored to him. Running 1 Knowledge: 6. Cheat Death 2. yellow and black striped trousers and orange spats over green shoes. Marksmanship 2. however. TARDIS 2. he also wears a check waistcoat. Fond of his own cleverness. Con 1. becoming smug. TARDIS key Strength: 5. Bench-thumping 1. the Doctor has a brash. His red and green particoloured coat is trimmed with both pink and tartan cloth. Hypnotism 1. Lockpicking and Safecracking 1. Sleight of Hand 2.

dark brown jacket. Indeed. and a black umbrella with a handle in the form of a large red question mark complete his outfit. the Doctor tends to underestimate his opponents. Suitable companions: Mel or Ace. 70 . the Doctor seldom reveals much of his plans to his friends and allies: either there is too much at stake that he forgets to tell them. around the collar of which is a green. brown check trousers and a white shirt. curly black hair. The Doctor wears a long. he has blue eyes and short. In spite of his foresight and planning. The Doctor bluffs his way into the friendship and trust of others in order to determine what is going on. he seems to take on the role of teacher.DOCTOR WHO — TIME LORD verse. or they just would not understand. a straw hat with a narrow upturned brim. He uses his companions as tools against his foes. educating his proteges and increasing their awareness of the nature of the universe. although he usually has a back-up scheme. He needs his companions partly to share his burden. He hates authority and if his insistence on action fails to bring results. red and cream paisley silk tie. round face has a forehead that is furrowed by the wrinkles of cosmic worry. His short scarf and the large handkerchief that dangles precariously out of one jacket pocket are made of the same silk. an approach that is helped by his likeable and easygoing nature and an ability to adapt quickly to local customs. He is a great schemer whose plans are woven in time and space. he becomes abrupt and abrasive. A woollen pullover in the same colours. Mysterious by nature. His comical. a trait that seemingly betrays their trust in him. Yet he would never intentionally harm his friends and acts for their best interests. decorated with red question marks.

Explosives 2. On the Doctor’s request she ‘never’ carries it: one or two canisters. Con 2. He quickly becomes fond of his new friends and is sad to see them leave when they choose to go their own way. Thrown Weapons 1 Size: 4 Weight: 3 Move: 3. the Trojan slave Katarina from The Myth Makers and Ray from Delta and the Bannermen are not included: they are secondary characters who have helped the Doctor but not gone on to travel with him on other adventures. it is partly his concern for their safety that makes him reluctant to accept them on board. Audrey. On the whole she is unruly. Companions are usually just ordinary people with few remarkable talents. is a challenge and can prove more rewarding than playing the multitalented Doctor. Ace’s scientific interests lie largely in the manufacture of explosives. She has long. which is frequently used to devastating effect. pleasant face look hard. ghetto blaster. Put simply. although at times she is naive. To play a companion well. Marksmanship 2. straight mousy hair which is frequently scraped up and back and knotted into a plait. it should be remembered that these characters are fallible: they are not hero figures. Anything that Ace fails to understand or that frightens her is usually a subject for destruction. Cheat Death 2 Control: 4. and detests her real name of Dorothy and her mother. Characters such as Sara Kingdom in The Dalek Master Plan. Yet they provide vital support for the Doctor. Running 1. and even ensuring that his enemies are thwarted should he be knocked out or captured. Late 1980s street fashion is the best description of Ace’s attire. is a person that Ace trusts. Blunt Weapons 1. She relishes seeing or playing with machines. aluminium baseball bat Strength: 3. Although he may appear abrupt and unfriendly to newcomers in the TARDIS’s crew. Earth Equipment: Large backpack. She has formulated her own. acting as further sets of ears and eyes to gather information that he needs. Command 1. Leaping 1. rather than those who travel only briefly in the TARDIS. Ace is petulant and aggressive largely because she is leaving childhood behind and becoming a woman. and it takes careful and reasoned persuasion to restore her faith. self-destructive and prone to sulking if no one pays her attention. There is scope. The friends and companions of the Doctor listed here are those who have adventured with or known him for longer than one adventure — people who can truly be considered companions. Mountaineering 1. however. she typically reacts by running away. ACE (DOROTHY) Apparent age: late teens Species: Human. Keen Sight 1. however. a black satin padded jacket that is covered in badges and patches.DOCTOR WHO — TIME LORD COMPANIONS If there is one thing that is clear about the Doctor it is that he needs companionship on his travels. The Doctor provides a steadying influence and. can usually be produced from her resourceful backpack. Computing 1. a trait that often imperils herself or the Doctor. destructive weaponry or the unknown. west London. It is a severe hairstyle that makes her squarish. called nitronine. for such characters to take part in TIME LORD adventures if the referee believes they are necessary — especially if there are too many players to take on the roles of standard companions. a short black pleated skirt. 71 . Resourceful Pockets (pack) 2. Independent Spirit 2 Awareness: 3. Ace is a delinquent. Swimming 1 Knowledge: 4. When playing these roles. black leggings and greasy Dr Marten shoes. more importantly. She typically wears a garishly coloured T-shirt. If her trust is betrayed. Ace’s eyes are hazel. Ace is no fool. Brawling 1. She hates her 20th century home life in Perivale. Striking Appearance 1 Ace is a dangerous. Driving 1. unpredictable teenage girl whose experiments with explosives blew her out of 20th century Earth through a time vortex into the far future. making the most of sometimes limited knowledge and abilities. Mechanics 1. Science 1 Determination: 3.

Despite her ability to reason sensibly. She will support and comfort other women who are scared or upset and restrain her own fears while doing so. Earth Equipment: None Strength: 3. BARBARA WRIGHT Apparent age: late 20s Species: Human. although she tends more to appreciate its fineness or the quality of jewellery. or at least believes is the right one in the circumstances. Acute Hearing 1. Keen Sight 1. and he tends to dismiss the opinions of more experienced people. appreciate how useful the young scholar’s skills are to their plans. Strong Passion (Ian Chesterton) 2 Awareness: 3. bouffant. In turn. baggy trousers complete his attire. she enjoys dressing up in period clothing. His confidence in his own genius makes him arrogant and pugnacious. Acute Hearing 1. straight hair which comes down to her neck. Screaming 1. obeying them with studious accuracy. Science 1 Determination: 3. He wears a yellow jerkin with beige sleeves: on the left breast is a red pocket to which is attached a goldedged. Barbara typically dresses formally in a matching jacket and knee-length skirt with either a blouse or polo-neck top. Independent Spirit 2 Awareness: 2. Intuition 1. Although Barbara is a vulnerable character. And she will become assertive if she has to champion a cause she believes in. First Aid 1. however. however. Beige. Adric is eager to be accepted by other people because he has no family and no reason to return to his home planet of Alzarius. Usually. blue.DOCTOR WHO — TIME LORD ADRIC Apparent age: mid teens Species: Alzarian Equipment: None Strength: 3. he is a cheerful. He is a native of Exo-space — the negative side of the universe — and a descendant of the rapidly evolving marshmen of the mist planet Alzarius. a sharp. star-shaped badge for mathematical excellence. Running 1 Knowledge: 5. she is easily scared by the unknown and can behave irrationally. Striking Appearance 2 Barbara is an attractive and intelligent history teacher who worked at Coal Hill School in London. Thrown Weapons 1 Size: 4 Weight: 3 Move: 3. She is likely to become emotional when trapped or imprisoned and at times such as this she turns for support to her colleague and close friend Ian Chesterton. good-humoured boy who is concerned about the well-being of his fellow companions in the TARDIS. and Adric can find himself manipulated into working against the Doctor. 72 . Stealth 1. Mathematics 3. neck-length straight hair. Cheat Death 2 Control: 4. He is happiest working out complicated problems for pleasure and can become so involved in a calculation that he fails to notice his companions want to talk to him or have left him alone. such as the Master. oval face and green eyes. Keen Sight 1 Adric is a young Alzarian scholar who is brilliant at mathematics — a subject for which he has a strong passion. a snub nose and brown eyes. His intelligence and scientific approach to life make him vulnerable to the utopian concepts of other people or races. Adric’s fault is that he can take commands or suggestions too literally. She is on the verge of becoming the liberated woman that Earth society in the 1960s brought forward. she can become distressed if he is not there to comfort her. she does have inner strength which can manifest itself in situations where she might ordinarily be expected to break. He looks about 16 years old. Blunt Weapons 2 Size: 3 Weight: 3 Move: 3. Like Ian Chesterton. Round-faced Adric has black. even to the extent of betraying his friends. Quick Recovery 3 Control: 4. History 2 Determination: 3. the enemies of the Doctor. She has brown. Running 1 Knowledge: 4.

silencer. Ben quickly adopted fashionable civvies for his adventures with the Doctor. Marksmanship 3. Navigation 1 Determination: 4 Awareness: 3. Engineering 1. but neither person seems to realize the truth. Stealth 1. He is a dependable character with a strong liking for the Doctor and his travelling companions. Intuition 1 Ben is an arrogant. Quick Recovery 1 Control: 4. He wears either a striped shirt or polo-neck and V-neck pullovers with slacks. He will argue a point forcefully and insistently even if his efforts are to no avail. Running 1. He is a capable tactical leader and an accurate shot: only the invulnerability of aliens to gunfire make his assignments impossible. Precision 1. Ben has fair. His attitude towards the second Doctor. Tracking 2 Benton is a charismatic. is very different. Mechanics 2. First Aid 2. he would rather be part of the action. Driving 1. Ben is used to taking orders. Barbara’s reactions and decisions will be strongly coloured if Ian is affected by them. 73 . Benton often ends up obtaining equipment for the Doctor’s experiments and devices or running mundane errands for Captain Yates or the Brigadier. Fast Reactions 1. Wilderness Law 1 Determination: 4 Awareness: 3. Ben does not seem to be able to accept the change from a serious old man to what he regards as a clown. Earth Equipment: Automatic pistol (Wounds 5. Bureaucracy 1. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. BEN JACKSON Apparent age: mid 20s Species: Human.DOCTOR WHO — TIME LORD The Doctor often infuriates Barbara. impertinent Cockney sailor who met the Doctor in 1966 while on a shore posting: his ship had just sailed to the West Indies for six months. Ben gets on well with Polly. Piloting 1. although she tends to restrain her feelings: it is Ian who often speaks for both of them. walkie-talkie Strength: 5. Brawling 2. Marksmanship 1. Initially wearing his blue sailor’s uniform with bell-bottoms and cap emblazoned HMS Teazer. He habitually drops his aitches in speech and uses Cockney rhyming slang. Threatening Benton with a gun is a dangerous pursuit: if an opportunity arises. well-intentioned and honest sergeant of United Nations Intelligence Taskforce and is assigned to Brigadier Lethbridge Stewart’s immediate staff. however. Earth Equipment: Penknife Strength: 4. sandy hair and hazel eyes. First Aid 2. as a result he is more argumentative. Cheat Death 1. Ben’s experience as an able seaman in the Merchant Navy makes him tough and resourceful. Ben will probably do it with little argument. Quick Recovery 1 Control: 4. Although he often accepts these tasks stoically. As a UNIT sergeant. Stealth 1 Size: 4 Weight: 3 Move: 3. And if he cannot win by direct argument he will try to think of another way of achieving an objective. He regards the Doctor very much as the captain of the TARDIS and treats him with respect. Con 2. Explosives 1. She is in love with Ian. SERGEANT BENTON Apparent age: early 30s Species: Human. Sailing 1. Range 4). making it a very English relationship. Brawling 1. the Doctor finds this difficult to understand. Benton will jump his captor. so if someone in a uniform tells him to do something. Cheat Death 1. Benton’s trust in the Doctor even extends to allowing the Time Lord to escape from his custody. He is quite able to hold his own in a fight and equally can tackle problems that require practical knowledge or where available resources are scanty. with whom he sympathizes when the Doctor demonstrates the impossible side of his nature. Swimming 1 Knowledge: 4. Running 1 Knowledge: 4. Lockpicking and Safecracking 1. often calling her Duchess.

Solidly built Benton has a squarish face. First Aid 1. Lethbridge Stewart is a classic example of the officer who leads his men from the front and who would not ask them to do anything he would not do. THE BRIGADIER Apparent age: late 30s Species: Human. He will often come up with another. Driving 1. Lethbridge Stewart has a handsome. In spite of regular confrontations with the unbelievable. he is prepared to accept what the Doctor says is true. Brawling 1. As an officer. complete with a light. He variously wears full officer’s uniform or combat fatigues depending on the nature of his assignment. good-humoured nature means he gets on well with the troops and low-ranking officers alike. sensible plans of action but is overfond of using military force to beat off aliens even if they appear to be bullet-resistant. blue eyes and mid-brown short hair. an independent. He devises clear. His practical. Benton is ‘one of the blokes’ at heart and is sometimes distracted by the desires of his stomach for food! His likeable. although he greatly realizes the Time Lord’s usefulness. worldwide intelligence group that monitors and investigates alien threats. Technically he reports direct to UNIT’s main base in Geneva. The Brigadier is slightly chauvinistic and will not allow the Doctor’s young female companions to put themselves in danger. He is courageous but not foolish. sand-coloured UNIT beret. Earth Equipment: Revolver (Wounds 5. The Brigadier becomes snappy and abrupt with men who fail to accomplish their tasks. Command 2. It has taken only a few adventures with the Doctor to make Benton believe almost anything is possible: although Benton might not understand the Doctor’s scientific explanations. 74 . Running 1 Knowledge: 4.DOCTOR WHO — TIME LORD Benton suffers from poor luck — people or objects he is suppose to be watching often disappear or go missing — which is sometimes mistaken for incompetence. Marksmanship 2. Cheat Death 2. Striking Appearance 2 Brigadier Alastair Gordon Lethbridge Stewart is head of the UK section of the United Nations Intelligence Taskforce. The Brigadier favours using an old-fashioned Webley pistol as his sidearm. the Brigadier is still sceptical about the Doctor and space-time travel. Range 4). a neatly trimmed black moustache and hazel eyes. The Brigadier resents and dislikes higher authorities obstructing his investigations and is not afraid to say so or to take action against them. walkie-talkie. He dresses in either a khaki uniform or combat fatigues. the Doctor is the man that the Brigadier wants on the job regardless of what government officials say. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. Indomitable Will 1 Awareness: 4. swagger stick. angular face. Bureaucracy 1. The Brigadier is an exceptionally competent army officer with an ability to adapt quickly and make the most of the resources available to him. Fast Reactions 1. binoculars Strength: 4. he rarely drives himself anywhere. Quick Recovery 1 Control: 5. Piloting 1. he is usually accompanied by a driver or pilot. Wilderness Lore 1 Determination: 4. plausible reason even if it is wrong and the alien landscape in front of him does turn out to be somewhere other than Cromer. Explosives 1. short black hair. If it is inexplicable and alien. but he often finds himself subject to the rules of the nationalistic British government which does not appreciate his global priorities. down-to-earth nature means that he understands little of the Doctor’s scientific mumbo-jumbo.

Dodo has a roundish. HARRY SULLIVAN Apparent age: early 30s Species: Human. grey trousers and black shoes. Running 1 Knowledge: 4 Determination: 3 Awareness: 3. First Aid 2. Harry acts the gallant when women are around and is reluctant to let them do anything remotely dangerous. 75 . She frolics through time and space with complete faith that the Doctor knows what he is doing and can get his companions out of trouble. He appears disarmingly friendly. Medicine 2. Cheat Death 1 Control: 4 Size: 4 Weight: 3 Move: 3. Her youthful impulsiveness and independent spirit are quite likely to send her off on completely different directions from those of her companions. Despite her startling adventures. rough London accent which makes her laugh seem rather throaty at times. thick black ring and a short black skirt decorated with many bright red rings that she wore in the Celestial Toymaker’s realm. Cheat Death 1 Control: 3. Striking Appearance 2 Cheerful 1960s London schoolgirl Dodo treats adventuring with the Doctor as one big game. Brawling 2. He has a frank and hearty manner which translates into a boyish enthusiasm for supposedly glamorous duties such as spying. smiling face. especially to the Doctor when it is time to be serious. Earth Equipment: None Strength: 3. curly brown hair. Driving 1. Earth Equipment: Emergency medical kit Strength: 5. which is framed by short. where he is a medical doctor. Marksmanship 1. ill-considered actions of Steven Taylor and often prevents him from doing something foolish. His good-natured and caring approach can. She makes extensive use of the TARDIS’s wardrobe. in Harry’s eyes. Dodo maintains her child-like qualities. Her naivety means she is easily duped: it would take only a pretence of being injured for an enemy to convince Dodo to drop her guard. Confronted with the unknown. fragile objects. ham-fisted idiot. all Harry is likely to comment is: ‘I say!’ Unintentionally chauvinistic. Harry always tries to do what is best for his friends. does not seem to deter him: his strength is that he will keep trying until he succeeds. Failure. Disguise 2. She has a distinctive. low-cut bright red top with a central. Screaming 2. Yet she acts as a welcome check on the hasty. Escapology 1.DOCTOR WHO — TIME LORD DODO (DOROTHEA) CHAPLET Apparent age: late teens Species: Human. but somehow it has a habit of going wrong. Running 1 Knowledge: 4. Thrown Weapons 2 Size: 3 Weight: 4 Move: 3. Striking Appearance 1 Well-intentioned Harry Sullivan frequently makes life awkward for the Doctor. The outfit was topped off with a floppy red peaked cap. who has described him as a clumsy. are precious. Science 1 Determination: 4 Awareness: 2. Women. Blue eyes twinkle out of Harry’s squarish face. He typically wears naval club attire: a navy blazer. A duffel-coat seems to be all he needs to survive the harshness of cold climates. make him seem over-protective: it certainly irritates Sarah-Jane who is fed up being called ‘old girl’ or ‘old thing’. Musicianship (piano) 1. Dodo typically wears sensible flat black shoes. She is easily scared by the unknown. Perhaps Dodo’s most striking choice of clothes is the sleeveless. hazel eyes and short. neatly cut black hair. however. Harry is a lieutenant in the Royal Navy. pale blue shirt and naval tie. however. yet will defiantly face adverse situations with a British determination to play things by the rules right until the end. Her almost ceaseless optimism can be irritating. even if there is a common aim.

particularly Barbara. The Doctor effectively inhibits Ian’s resourceful and inventive nature and arguments are often only prevented by the intervention of fellow companions. Striking Appearance 1 Ian is a forthright teacher who frequently questions the motives and actions of the Doctor. Ian has a handsome. These qualities and his bravery do justice to his title of Sir Ian of Jaffa. Brawling 2. Cheat Death 1 Control: 3. He acts nobly and defensively to help his friends and travelling companions. Edged Weapons 2. Ian. Mountaineering 2 Size: 4 Weight: 4 Move: 3. but is ready to adapt to his environment and wear period clothes. Running 1 Knowledge: 4. The young highlander is tough. Science 1 Determination: 4. Jamie carries a weapon. Acute Hearing 1. a dirk which is usually stuck in the top of one of his long socks. Resourceful Pockets 1. Cheat Death 1 Control: 4. Despite coming from a culture which uses muskets and flintlock pistols. Blunt Weapons 1. likeable face. but he has a shrewd mind which is quite capable of tackling practical problems. although their relationship has developed only during their travels with the Doctor. Earth Equipment: Minor useful items typically found in an Englishman’s jacket pockets Strength: 5. Outwardly an observer might notice only that they were good friends. Jamie is a brawny youth with brown hair and blue eyes. When he does understand what is happening it is quite likely that he will unintentionally blurt out part of the plan before realizing that it was meant to be a secret. but the Time Lord’s superior attitude and constant testing irritate him and can lead to arguments and a very strained atmosphere. who cannot always work out what the Doctor intends to do. his tunic if often supplemented or replaced by clothes from the TARDIS’s wardrobe. green eyes and short. Such dressing up brings out the dandyish side of his nature: he will often ask female companions what they think about his outfit. awarded to him by King Richard I of England at the time of the Crusades. his quick-thinking is a constant help when negotiating with other people. Brawling 2. Although Ian is hot-tempered. is quietly heroic: he might only boast of his exploits after an adventure has ended. hardy and full of fighting spirit. he rarely loses sight of his logic in an argument. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. His meeting with people from other worlds and times reveal that he has a ready wit. He is fond of the Doctor. 76 . Earth Equipment: Dirk (Wounds 4) Strength: 5. He usually wears a neat suit with shirt and tie. Strong Passion (Barbara Wright) 2 Awareness: 3. Marksmanship 2. Running 1 Knowledge: 3 Determination: 4 Awareness: 3. Musicianship (bagpipes) 1 The Doctor rescued Jamie from the aftermath of the battle of Culloden in 1746. Driving 1. Jamie has no difficulty understanding how to use weapons such as blasters. neatly cut brown hair. He is more a fighter than a thinker. although his upbringing means he is superstitious and largely ignorant of technology. Unusually for one of the Doctor’s companions. He wears a kilt and sometimes a plaid. He is close to fellow schoolteacher Barbara Wright. Ian has adjusted well to time travel and finds the exploration of new worlds is stimulating. JAMIE MCCRIMMON Apparent age: late teens Species: Human. however.DOCTOR WHO — TIME LORD IAN CHESTERTON Apparent age: early 30s Species: Human. Edged Weapons 2. Jamie is brave and sometimes has to be restrained from rash actions that would endanger his life. The Doctor’s actions sometimes puzzle Jamie.

K9 can reliably store and recall data using his computer circuits. Always logical and precise. often with the best of intentions. Most noticeably. The Doctor also cannot resist tinkering to repair or improve parts of 77 . Science 1. UNIT’s headquarters is considerably brightened by Jo’s presence. Jo has a lovable. Con 2. Regenerative Powers (circuits only) 3 Control: 3. battery powered and capable of independent action and thought. Driving 1. especially if forced extensively to use his blaster. Precision 3. Explosives 1. Striking Appearance 2 Poor Jo always tries to help the Doctor. his portable computer and doglike companion. Cheat Death 2 Control: 3. Mathematics 2. Jo also tends to wear chokers. but her irrational or clumsy actions often have a habit of working out for the best. She is ideal for wheedling supplies out of hardened quartermasters and the like. Radiation 1) with a weak point (neck. counterpointing the sometimes vague requests or statements of the Doctor.DOCTOR WHO — TIME LORD JO (JOSEPHINE) GRANT Apparent age: mid 20s Species: Human. rounded collars. and delivered in a rising electronic voice. Highly sensitive scanning systems allow K9 to report on the presence of approaching people or creatures. but invariably hinders him or disrupts his experiments. blaster (Wounds 7 on kill. Although her placement is because of family influence. He communicates with his master by speech. Jo. she wears one or more rings on each of her fingers — a gaudy selection of chunky jewellery. Martial Arts 1. confined to one word questions such as ‘Master?’ or ‘Mistress?’ or brief replies such as ‘Mission accomplished’. The accuracy of his English can be quite humorous. Lockpicking and Safecracking 2. is a sweetie. Earth Equipment: Lockpicks and skeleton keys. including their numbers and probable intent. Armour 2). an extendible probe in the centre of his forehead allows K9 to make contact with machines and other computers — including the TARDIS’s — to exchange information. Cryptanalysis 1. Special Immunity. K9 is mobile. Acute Hearing 1. even though he may not be able to explain it simply. Tracking 2 Professor Marius of the Bi-Al Foundation designed and built K9 to be. ‘Affirmative’ or ‘Negative’. Wounds 3 on stun) Strength: 3. Acute Hearing 4. His responses are short. She is slightly scatterbrained and decidedly accident prone. K9 can be infuriating to work with as he will orally correct the errors of his master or mistress. K9 has an inquiring mind. Stealth 2 Size: 4 Weight: 3 Move: 3. First Aid 1 Determination: 2. He has been programmed with everything his inventor knows and can rapidly assimilate new information. and is eager to show that she can be of use when one of her specialities is needed. Size 7. Computing 2. appealing nature that often enables her to get people to co-operate with her rather than being obstructive. Cryptanalysis 1. For a robot. Escapology 2. in effect. TARDIS 1 Determination: 6 Awareness: 4. she is quite competent in some areas. Keen Sight 2. Electronics 1. chunky rings Strength: 3. Serendipity 3. Independent Spirit 2 Awareness: 3. blue-grey eyes and a cheerful. Medicine 1. The greatest weakness of K9 is his reliance on battery power: he needs recharging from time to time. miniskirts or crisply pressed flares and clumpy platform-soled boots. however. Jo has mid-length to long straight fair hair. Stealth 1 Size: 5 Weight: 2 Move: 2 Knowledge: 6. pleasantly attractive face. attractive Jo is a fully trained UNIT agent. baggy paisley or flower-patterned blouses with large. Marksmanship 3. It is sometimes hard for some observers to believe that petite. She wears fashionable clothes from the early 1970s: brightly coloured. Running 1 Knowledge: 4. quite simply. K9 Apparent age: N/A Species: Robot dog Equipment: Reflective armour casing (Armour 6.

Keen Sight 2. First Aid 1. Archery 1. Acute Hearing 2. she also boldly states whether something is within her capabilities. Her warrior training has made her ruthless and fearless. Science 2 Determination: 4. Medicine 2. 80cm long at the base and built out of a grey metallo-plastic. A raised cowling on his snout conceals a blaster that has to be extended for use. when they are questioned by someone. She is quick to suggest killing an opponent as a way to get rid of him. K9 can issue printed reports using the hard copy output located in his mouth. Striking Appearance 2. Tracking 2 Leela is a savage warrior of the Sevateem. K9’s flat-sided. Her movements are catlike and betray her fierce background. The Doctor can summon K9 by blowing on a sonic whistle to which K9’s audio-circuits are programmed to respond. but a blinding explosion in The Horror of Fang Rock turned them blue. a tribe of regressive Earth colonists who worship remaining items of high technology as relics. answering at the same time. A push-button control panel is located in the centre of his flat back. tancoloured hunting leathers and knee-length leather boots. Stealth 2. 78 . LIZ SHAW Apparent age: late 20s Species: Human. Leela has a strongly developed sense of intuition that allows her to sense danger and evil. about 50cm tall. Independent Spirit 1 Awareness: 4. She initially had brown eyes. She undertook research at Cambridge University and has degrees in medicine. Electronics 2. This primitive background means she is superstitious. Stealth 1 Size: 4 Weight: 3 Move: 3. Disguise 1. Running 1 Knowledge: 2. clever scientist who frequently proves she is more than a pretty face. Driving 1. his tail is a radio aerial. She will often unintentionally contradict the Doctor. Janis thorn (fast-acting poison 5) Strength: 5. leaving him out of action and in bits in the TARDIS. and believes it is right to celebrate the death of an enemy. His visual circuits are protected by a red panel running across his forehead. Running 1 Knowledge: 5. Earth Equipment: None Strength: 3. and she often takes independent and sometimes rash action against the advice of the Doctor. Leela asks direct questions of the Doctor and other people. Intuition 2. Cheat Death 2 Control: 4. physics and a number of other subjects. Acute Hearing 1. however. tanned skin and typically wears hard-wearing. K9 is ingot-shaped. is meteorites. she stayed on as the Doctor’s assistant. Originally called in by UNIT during the first Nestene invasion. tough leather body armour (Armour 3). Linguistics 2. She always carries a hunting knife and often uses a poisonous janis thorn to paralyse and kill her enemies. around which hangs a tartan dog collar. although her adventures with the Doctor mean she is slowly believing less in magic and more in science. Edged Weapons 2. One result of her direct nature is that she takes people literally and confuses the meaning of unfamiliar colloquialisms and sayings. Leela appears to be in her mid 20s. Computing 2. Thrown Weapons 2 Size: 3 Weight: 4 Move: 4. ribbed link. LEELA Apparent age: mid 20s Species: Regressive Human Equipment: Hunting knife (Wounds 4). Wilderness Lore 3 Determination: 5 Awareness: 3. Detective Powers 1. has long brown hair. Iron Constitution 2 Control: 5.DOCTOR WHO — TIME LORD K9. Striking Appearance 2 Liz Shaw is an attractive. Poisons 2. Two curved antennas on his head act as tracking and audio sensors. doglike head is attacked to his body by a flexible. Her speciality. Cryptanalysis 1.

Pseudoscience 1. Marksmanship 2 Size: 4 Weight: 3 Move: 3. Cybernetics 2. Mel has a thin face and dark green eyes. Mel is quite adventurous at heart and regards her travels in the TARDIS as an exciting. She is imbued with the peace-loving and noble nature of her father. Cheat Death 2 Control: 5. Dancing 1. Mel’s long. Her favourite colours appear to be pink. Stealth 1 Size: 4 Weight: 3 Move: 3. As a fitness fanatic. Eloquence 1. and a mid-blue top with white polka-dots and pleated tails. MEL (MELANIE) Apparent age: early 20s Species: Human. a black. Astrogation 1.DOCTOR WHO — TIME LORD Together. She has subjected the Doctor to a fitness programme. Detective Powers 2. Computing 1. Electronics 2. tried to change the ways of an incorrigible space pirate and attempted to imbue an indecisive coward with bravery. Running 1 Knowledge: 4. Cheat Death 2 Control: 4. the one making up for the shortcomings of the other. She is quite bright and inventive. Temporal Science 1 Determination: 4. Traken Equipment: None Strength: 3. educational experience. Con 1. cream and brown and she tends to wear pink or cream-coloured miniskirted dresses. Her other great quality. When she is calm. is that she has a memory like an elephant’s: she does not forget information or details. Science 1 Determination: 4 Awareness: 3. In spite of her nervous nature. but Liz also has a tendency to wear outrageously fashionable clothes. Computing 2. Electronics 1. making it sometimes difficult to tell whether she is happy or scared. she and the Doctor make a formidable research team. Gymnastics 1. she often has to compensate for the Doctor’s sulkiness by explaining events to people or pacifying them. Dancing 1. TARDIS 1. When she is excited. Fair hair. Running 1 Knowledge: 5. Screaming 1. she seldom takes orders: she usually has to be convinced of the necessity of doing something before taking action. which accounts for her belief that there is good in all things no matter how evil they 79 . green-brown eyes and sharp-featured face would make anyone stand out in the scientific community. Law 2. She is truthful. as the Doctor says. She typically wears white sacks with navy polka-dots. Bureaucracy 2. qualities that suit her computing work in 20th century England. Her brilliance is sometimes overshadowed by the Doctor’s own genius. Liz becomes quite serious and intense when she has a scientific problem to unravel. Science 2. voluminous short coat for outside wear. as does her tendency to wear candy-coloured clothes. Command 2 Awareness: 3. honest and very trusting. Earth Equipment: None Strength: 3. and a white. floppy-brimmed hat. Screaming 2 Mel is a tireless reformer of people. Striking Appearance 2 Nyssa is the quiet but clever daughter of Consul Tremas of Traken. Whether she succeeds or fails is largely immaterial: it will not stop her trying to compensate for the faults of others. First Aid 1. Acute Hearing 1. Eloquence 2. Her outfits are rounded off by knee-length white boots. curly red hair makes her distinctive and easy to spot in a crowd. It is easy to tell when she is genuinely frightened: loud screams usually result when Mel is confronted by alien monsters or terrifying situations. she can seem squeaky-voiced and anxious. Liz has a wry sense of humour and appreciates the Doctor’s irreverent and lighthearted approach to UNIT affairs. NYSSA Apparent age: early 20s Species: Human. Medicine 2. Mel always seems to be bounding with energy. A matching bow in her hair completes her outfit. Because she is strong-minded. flat white shoes or boots. She is quick-witted and will make the most of any opportunity presented to her.

All of her bright. She quickly gets fed up with places and people if they have no interest for her.DOCTOR WHO — TIME LORD might seem. and high-heeled shoes. None of this gear is particularly suitable for running around strange planets: after several adventures she raided the TARDIS’s wardrobe. at which point she becomes nervous and edgy. Striking Appearance 2 As an American botany student. Her adventures with the Doctor have given her an enviable tan. Bioelectronics is Nyssa’s speciality. Although she is quiet and thoughtful. Peri is easily scared and responds by shrieking piercingly and loudly if she is taken by surprised or confronted by dangerous aliens. Yet if everyone else seems to be wasting time or approaching a problem the wrong way. brunette hair. Peri has an inquiring. She prefers to let other people act and interferes only if they get nowhere. aristocratic. Peri has a noticeable accent: a high-pitched nasal American voice which has a tendency to whine when she is panicky. tight-fitting trousers of the same material. Earth Equipment: None Strength: 3. Peri will make her opinions known and forcefully ensure that a sensible course of action is taken. Nyssa can be provoked into action when those she cares for are endangered. Cheat Death 2 Control: 3. Screaming 2. She favours wearing brightly coloured culottes with either matching leotards or colourful blouses. Her technical background means she sometimes lapses into incomprehensible scientific speech. a wide smiling mouth. independent nature means she does not like being lectured by her elders: she is the sort of person that needs warning twice to keep her out of harm. although her intelligence rarely has a chance to surface out of the general level of terror that travelling with the Doctor instils in her. summery clothes usually clash with the Doctor’s outrageous outfit. Science 2 Determination: 3. Peri has an oval face. scientific mind. Her inaction and desire to stay in the background can sometimes make her seem a nervous worrier. often resorting to bitter sarcasm to make it known that she is unhappy. Her trust in the Doctor is absolute. Her youthful. Her father’s form has been usurped by the Master. She typically wears her Traken court clothes: a maroon velvet jacket with puffed sleeves and fur trim. Independent Spirit 2 Awareness: 3. Intuition 1. Running 1 Knowledge: 4. She is also trying to research telebiogenesis to understand the Doctor’s regenerative process. Loyalty and a sense of right and wrong are some of her strongest traits. Like Tegan. Rather than plan her actions. This habit makes her unpredictable but also gives her a finely developed sense of trustworthiness: she seems to know when someone intends to harm her friends or herself. PERI (PERPUGILLIAM) BROWN Apparent age: early 20s Species: Human. 80 . hazel eyes and shoulder-length straight. blue-grey eyes and long. whose mathematical abilities have enabled her to solve problems that were once beyond her. narrow oval face. wavy auburn hair. Peri relies on intuition and instinct. and she started travelling with the Doctor in the hope of restoring her father to his former self. Stealth 1 Size: 3 Weight: 4 Move: 3. a field of knowledge which she has been able to develop with the help of Adric. Nyssa has an attractive.

Whatever difficulties she gets in. despite his rough nature and background. First Aid 2. Iron Constitution 2. Regenerative Powers 3 Control: 4. Riding 1. Her employer describes her as a cracking typist. TARDIS 2. She typically wears above the knee dresses. Science 1 Determination: 4 Awareness: 3. She knows where to find the top night clubs and regularly goes to The Inferno. she can happily turn her hand to repairing old electronic equipment. To Romana. Dancing 2. Haughty and aloof by nature. ROMANA 1 Apparent age: late 20s Species: Gallifreyan Equipment: None Strength: 3. She will often analyse the personality defects of a person out loud in an almost offhand way. She continues this clown-like behaviour on her travels with the Doctor. She has extensive theoretical knowledge about many scientific subjects but lacks the experience to apply them. Eloquence 1. Science 3. Marksmanship 2. the TARDIS is a scientific museum piece that has long since been superseded by more advanced models of time machine. Polly has an inquiring. Romana is quick to put down people who she believes are intellectually inferior to her and is reluctant to accept the word of a more experienced person as true. Running 1 Knowledge: 5. Sleight of Hand 2. She is a poor judge of character. Stealth 1 Size: 4 Weight: 3 Move: 3. Polly approves of the wardrobe in the TARDIS which furnishes her with plenty of fashionable clothes appropriate to her debby background. Earth Equipment: None Strength: 3. Much of the time the people she meets treat her as an attractive coffeemaker. Cheat Death 2. Running 1 Knowledge: 3. Temporal Science 2 Determination: 5 Awareness: 3. Cheat Death 2 Control: 3. Screaming 2. often not seeing beneath a dishonest facade. large earrings and heavy eye makeup and looks quite a dolly bird. Cryptanalysis 1. First Aid 1. Electronics 3. Her face is heart-shaped with strong cheekbones. 81 . Pseudoscience 3. she will face stoically: it takes something really horrifying for her nerve to crack. Once she has plucked up courage. Computing 1. although she does not protest at being assigned such a role. That said. but also a cheeky one: Polly is fond of pulling kooky faces behind people’s backs. Polly is secretary to Doctor Brett of the Wotan project at the Post Office Tower. however. however. intelligent Time Lord who was assigned to the Doctor to help him find the segments of the Key to Time. Ben Jackson. Striking Appearance 2 Fair-haired Polly is part of the swinging social life of London in the 1960s. and can be quite gullible if she is told something that she does not already know. She is easily scared by monsters and will often scream when one surprises her. is a good friend and he and Polly often tease each other. she is disdainful about high-technology from cultures other than the Time Lords’ because she regards it as primitive. Striking Appearance 2 Regal-looking Romanadvoratrelundar — the Doctor calls her Romana — is a young. the hottest night spot in town.DOCTOR WHO — TIME LORD POLLY Apparent age: early 20s Species: Human. MacGuffin 2. Bureaucracy 1. which is where she met fellow companion Ben Jackson. Romana makes much of her triple first from Gallifrey’s Academy and can be infuriatingly correct where the Doctor’s apparently illogical and haphazard approach fails. Screaming 1. sharp mind and a humane view of life: she is shocked by killing. she is prepared to argue and ask questions. Stealth 1 Size: 3 Weight: 3 Move: 3.

however. Earth Equipment: Capacious handbag Strength: 3. First Aid 1. She has long. smiling face and impish blue eyes make Romana more approachable in her second incarnation. Bureaucracy 1. In her first incarnation the 140-year-old Time Lord has long. Cheat Death 2. wavy hair and blue-grey eyes. a schoolgirl’s outfit. such as making the tea or tidying up. Science 3. She lives up to the popular image of feminists at the time: she objects to being told to do things that men regard as women’s work. Her outbursts at male chauvinism — of which the Doctor is sometimes guilty — are often unheeded. Stealth 1 Size: 4 Weight: 3 Move: 3. TARDIS 2. Electronics 3. Iron Constitution 2. more frivolous side of Romana’s nature. ROMANA 2 Apparent age: early 20s Species: Gallifreyan Equipment: None Strength: 3. auburn. She frequently demonstrates girlish impulses: she loves to dress up and frequently changes her costume. First Aid 1 Determination: 5 Awareness: 4. Practicality is seldom considered when she chooses what outfit to wear for her adventures: her apparel is often more in keeping with high fashion at a king’s court. The change has brought out the lighter. Running 1 Knowledge: 4.DOCTOR WHO — TIME LORD Romana’s aristocratic bearing and elegantly featured. And she will try to tackle any task that she believes she is the equal of any man at doing. Escapology 1. straight fair hair. Romana is beginning to realize her full scientific potential because of the experience she receives from each new adventure. Bureaucracy 1. MacGuffin 2. Cryptanalysis 2. Computing 1. Driving 1. which leaves her 82 . Sleight of Hand 2. Marksmanship 2. Con 1. Cheat Death 2 Control: 4. she has retained her intelligence and scientific interests and abilities. Among her outfits have been a pink parody of the Doctor’s clothes. She is still worried. while on Earth with the Doctor she often pursues stories as a freelance. Regenerative Powers 3 Control: 4. especially when she believes she excels in a topic that the Doctor is weak on. Independent Spirit 1 Awareness: 3. Serendipity 1. she wears more practical apparel. Striking Appearance 1 Sarah Jane Smith is a liberated woman from Earth in the 1970s. Running 1 Knowledge: 5. Romana tends to analyse and work on problems quietly rather than discussing them and co-operates rather than conflicts with the Doctor’s approach to them. Her own wardrobe in the TARDIS comprises fashionable for different planets in time and space. Her travels have made her more independent and she dislikes the idea of having to return to Gallifrey and the stifling society of the Time Lords. making her nearer to the Doctor in temperament. including a long white scarf. SARAH JANE SMITH Apparent age: mid 20s Species: Human. Striking Appearance 1 Princess Astra of the planet Atrios provided the model for Romana’s second incarnation as a Time Lord. Temporal Science 2 Determination: 5. She is an investigative journalist with an intelligent. Her round. Pseudoscience 3. and a sailor’s outfit with a straw boater. about his tendency to make rash decisions and becomes indignant when the Doctor blames his mistakes on her. inadvertently stumbling across the occasional menace to Earth’s safety in the process. well-tanned face make her almost classically Grecian in appearance. Stealth 1 Size: 3 Weight: 3 Move: 3. Although she constantly changes her clothing. a regeneration she went through on a whim rather than out of necessity. sometimes taking on more than she can really cope with. Resourceful Handbag 1. inquiring mind. Screaming 1. In spite of the change. She will happily disobey the Doctor to pursue her own line of investigation. however.

This seems to have no effect on Steven. Sarah gets on well with her fellow companions in the TARDIS and especially the soldiers of UNIT such as Sergeant Benton and Captain Yates. Her attractive. Computing 1. First Aid 1. is plucky and will try to extricate herself from difficulty on her own. Such an attitude makes Steven seem blunt and tactless. Sarah. Earth Equipment: Panda mascot Strength: 5. although she becomes quite despondent if she fails. for example. He is almost smug when he has information that no one else has discovered or worked out. Edged Weapons 1. mid-length skirt and thick woollen pullover. Lockpicking and Safecracking 1. Wilderness Lore 2 Determination: 4 Awareness: 4. Escapology 1. Steven is strong-minded enough to make deliberate insults to a person’s face. Quick Recovery 1 Control: 4. A handsome man. however. such as a stiff-looking fawn corduroy suit.DOCTOR WHO — TIME LORD feeling quite indignant. Running 1 Knowledge: 4. cream and orange striped turtleneck top and brown slacks. who snaps rejoinders for Steven to call him by his proper name. although any slights are usually unintentional. typically brown with wide lapels and even wider flares. Pain Resistance 1. Brawling 2. an action that almost cost him his life. self-confident nature seems impervious to criticism. Driving 1. Stealth 1 Size: 3 Weight: 4 Move: 3. His rashness is tempered only by the extremes of a situation. Marksmanship 1. Steven has strong features and neatly coiffured light-brown hair. Striking Appearance 1 Steven Taylor is an adaptable. Steven rarely takes anyone’s statement at face value. He is dependent on the TARDIS’s wardrobe for clothes because his space fatigues were badly torn and dirtied after two years’ imprisonment on Mechanus. when she is on the point of giving up. 83 . such as a brown. or by the intelligent reasoning of a companion such as Vicki or the Doctor. His habit of calling the Doctor ‘Doc’ irritates the Time Lord. resourceful but not always inspired spaceship pilot for whom direct action seems to be the best course. Leaping 1. whose easy going. She protests heartily at any hardships. Sarah’s clothes range from the fashionably smart to the downright practical. Her career and tendency to storm off in a huff or in exasperation mean she gets into quite a few scrapes from which she needs rescuing. STEVEN TAYLOR Apparent age: late 20s Species: Human. for more expected adventures she resorts to wellington boots. Whatever he picks is slightly unfashionable. a bright yellow waterproof coat. however. or errs on the side of tastelessness. Astrogation 2. At one time she might wear a matching trouser suit. He is something of a sceptic and tends only to believe that which he can confirm himself. On the planet Mechanus. she has blue eyes. His self-confidence often does not make up for a lack of foresight in planning or poor timing. heart-shaped faced is framed by mid-length black hair. if he has no one to back him up. Steven irrationally rushed back to save his panda mascot. the Doctor will goad her onwards. Piloting 2. She often makes up for lack of skills by tackling a problem enthusiastically.

She distrusts Turlough mainly owing to what is.DOCTOR WHO — TIME LORD SUSAN FOREMAN Apparent age: late teens Species: Gallifreyan Equipment: Small handbag Strength: 3. Marksmanship 1 Size: 4 Weight: 4 Move: 3. Cheat Death 1. Temporal Science 1 Determination: 3 Awareness: 4. but not once he is free of the Guardian’s influence. high-collared sheepskin jacket: she rarely wears appropriate clothing for the conditions she must face. Stealth 1 Size: 4 Weight: 3 Move: 3. flat shoes and an assortment of plain or striped tops. She is an active companion. cotton print dress in bright irregular splashes of colour and red court shoes. First Aid 1. Computing 1. Generally. she is a bright and cheerful woman. She is brilliant at some subjects. short skirt and hat. Earth Equipment: None Strength: 3. she does not proclaim herself to be a feminist: she would rather act than take the time to explain. she is an improviser. Running 1 Knowledge: 6. When she is not unbalanced by fear or a sense of panic. Acute Hearing 2. During her initial adventures with the Doctor. Susan rarely has a clear plan of action. She has since changed into what she must regard as more practical garb for visiting alien worlds — typically a short. in her eyes. Like the Doctor. Iron Constitution 2. although her eyes betray a knowledge far greater than that of the Earth schoolgirl she resembles. Her affection for the Doctor is strong and she becomes quite concerned if he goes missing. slightly disturbing look about them. narrow slacks. Despite her independent spirit and unwillingness to be forced into roles that demean her. Running 1 Knowledge: 4. and her impulsiveness can sometime lead to misfortune. however. First Aid 1. framed by her arched black eyebrows and shock of unruly black hair. thereby bringing hardship on herself and forcing her companions to help her. For forays outside the TARDIS she has a short. Cheat Death 2 Control: 4. Susan is resourceful and inventive. Striking Appearance 2 Susan is a young Time Lord who fled Gallifrey with the Doctor in the TARDIS he borrowed. TEGAN JOVANKA Apparent age: mid 20s Species: Human. Such suspicion is justified while Turlough is in the Black Guardian’s thrall. Regenerative Powers 3 Control: 4. yet shows a shocking ignorance in others. She is in her early twenties. Driving 1. Susan is too young to know much about the universe. Tegan has short auburn hair. Independent Spirit 1 Awareness: 3. Con 1. Only Tegan would shoulder-charge a Cyberman just to put it off its stride! She can become quite emotional. TARDIS 1 Determination: 5. Striking Appearance 2 Tegan is an outspoken Australian air stewardess who wandered into the TARDIS believing it to be a police box. TARDIS 1. irrational and upset. Tegan continued to wear her lilac stewardess’s jacket. hazel eyes and an attractive face with a strong jaw-line. Science 1. especially if the Doctor seems to be doing nothing to resolve a problem. although she sometimes realizes the full implication of what she is involved in and becomes afraid. however. Even for a Time Lord. always ready to leap into action. his shifty behaviour. Her immaturity sometimes shows when she behaves childishly or selfishly. She has described herself as just a mouth on legs: she will often speak without giving a matter full thought with the result that she ends up in trouble or doing something she would rather not have done. and often displays a good sense of initiative when opportunities present themselves. 84 . Artist 2. have a distant. Her dark eyes. In human reckoning she looks to be about fifteen years old. Susan typically wears stirruped.

his behaviour is attributable to a desire to find a calm and rational answer to a problem. Turlough has short. but is really a Trion who has been exiled to Earth. His attitude often causes conflicts with Tegan. He typically wears the uniform of his public school: black blazer. and will often accept people for what they say they are. waistcoat and trousers. from which she was rescued by the Doctor. She lacks the patience. Cheat Death 2 Control: 4. direct nature conflicts with Turlough’s detached. Because Turlough comes from an advanced culture. He is scrupulous in his efforts to keep the brand hidden. Running 1. Iron Constitution 1 Control: 4. she lacks the determination to apply herself to problems to which the solution is not apparent and will give up easily if she seems to be getting nowhere. She is bright but seemingly innocent. Bargaining 1. Vicki is a quite likeable girl on the whole and gets on well with fellow companions Ian and Barbara: Barbara’s mothering instinct is strong when Vicki is around. Turlough is quite capable of taking decisive action when it is needed. Vicki is quite resourceful and can cope with surviving on her own: in The Chase she even sneaked aboard a Dalek time machine so that she had a chance of joining the Doctor after they had been separated. ginger hair and blue eyes. Swimming 2 Knowledge: 6. a Mesos triangle on his upper left arm. He a criminal in the eyes of the Trion people and is in political exile along with the rest of his family. Transmat 1 Determination: 3. Stealth 2 Size: 3 Weight: 4 Move: 3. and easily terrified by alien monsters. One mark. however. Because she is so young. the Black Guardian. Science 2. Vicki has one great weakness: she is absolutely terrified of heights. Animal Empathy 1. although he would be concerned if she went missing. Despite her weaknesses and childish behaviour. His determination to keep his background a secret gives him a furtive. and will become sulky or even wander off to find something else to do. Astrogation 1. The Doctor’s best opinion of her would be as a foolish child. Ian and Barbara. grey shirt with a wing collar. Although Turlough seems to act the coward and often advocates leaving the scene of an incident as an way out. Cheat Death 1. 85 . TARDIS 1. He would rather use charm to make a person to see his point of view than argue heatedly. he is slightly contemptuous of the primitive people of 20th century Earth. who used him as a tool to try to kill the Doctor — an obligation of which Turlough is now free. Her spaceship crashed on the planet Dido. Such odd behaviour can also be attributed to his original patron. Con 1 Turlough appears to be a normal Earth male in his mid to late teens. to let other people get on with a task. Computing 1. Pseudoscience 1. He is reluctant. Driving 1. about being pushed into things that he would rather not do. VICKI Apparent age: mid teens Species: Human. Earth Equipment: None Strength: 2. Stealth 2 Size: 4 Weight: 3 Move: 3. Screaming 2 Vicki is an orphaned colonist from Earth in the 25th century. Command 2 Awareness: 4. exile Equipment: None Strength: 4. too. Her youth and naivety mean that she is easily taken in by other people.DOCTOR WHO — TIME LORD TURLOUGH Apparent age: late teens Species: Trion. calm approach. a black tie with fine yellow stripes and black shoes. whose brash. landing herself in trouble. might give away his criminal status to someone if Turlough were careless enough to reveal it. mysterious air. Running 1 Knowledge: 5 Determination: 3 Awareness: 3.

Cheat Death 2 Control: 3 Size: 4 Weight: 3 Move: 3. Wilderness Lore 1 Determination: 3. He is a typical young army officer: bright. Screaming 3. She tends to tease him to get him to do things he might ordinarily balk at. In return. By nature he is restless and does not like sitting around doing nothing when something should clearly be done. For all his loyalty and his experience. and her upbringing means she is modest in behaviour and dress. although he seems to lack the imagination and foresight that would make him a 86 . He will get the job done competently and conscientiously. Marksmanship 2. Earth Equipment: Automatic pistol (Wounds 5. Yates is a little unnerved by the frequent encounters that UNIT has with aliens and he lacks the steadiness of mind that the Brigadier and Benton demonstrate in such confrontations. walkie-talkie Strength: 4. Running 1 Knowledge: 4. but he is best in a support role or when leading men against other men. When he was killed by the Daleks she joined the Doctor on his adventures through time and space. is too bulky to allow the Doctor free movement in the TARDIS’s control room. a fellow traveller. She is a small girl in her late teens. Science 1 Determination: 3 Awareness: 3. Electronics 1. In her initial travels with the Doctor. She is a demure young lady. Quick Recovery 2 Control: 4. Blunt Weapons 1. with an ability to get on well with his men and his senior officers. Cheat Death 1. CAPTAIN YATES Apparent age: early 30s Species: Human. roundish face and mid-length fair hair that she sometimes wears in twin pony tails. Striking Appearance 1 Victoria is the daughter of the Victorian scientist Professor Edward Waterfield. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. however. Jamie McCrimmon. Eloquence 1. Piloting 1. Such an outfit. Leaping 1. and tends to faint at horrifying sights or to scream in terror. This comprises a dress with several layers of petticoats and formidable and constricting undergarments. VICTORIA WATERFIELD Apparent age: late teens Species: Human. well-spoken and charming. however. Running 1 Knowledge: 3. however. Mike Yates presents a dashing figure. Command 2 Awareness: 4. jacket. He is a stickler for form except when he is off-duty or on undercover assignments. and so Victoria has been persuaded to overcome her timidity and wear more practical clothes: she typically wears a knee-length skirt — quite shocking for a generation of women not used to revealing even their ankles — or walking clothes of britches. Left to his own devices he can cope with most situations. Driving 1. Stealth 1. and mid-length dark hair. Mechanics 1. She typically wears a simple dress with diamond-shaped piping at the hems and collar: the material is dirt-repellent and non-creasing and does not need cleaning. Brawling 1. Victoria wears full Victorian dress as appropriate to her standing. Yates tends to be chauvinistic and is reluctant to let the Doctor’s female companions imperil themselves. she does borrow form the TARDIS’s wardrobe. She has a round face. Earth Equipment: None Strength: 3. Travelling with the Doctor is gradually changing Victoria’s outlook and making her less shockable and much bolder. At time. Striking Appearance 1 As a captain in the United Nations Intelligence Taskforce. Range 4). but much of what he knows is familiar.DOCTOR WHO — TIME LORD Vicki has a youthful. is someone she can understand: he comes from a slightly more primitive time than she does. however. long socks and sturdy boots. and has even dressed as a medieval page boy during her adventures. Bureaucracy 1. he reassures her and acts protectively towards her. blue eyes.

sparkly Emma-Peeler catsuit and white. Zoe is a product of the Earth of the early 21st century. dark make-up. both edged with broad. Despite her small. Computing 3. ZOE Apparent age: late teens Species: Human. Screaming 1. Science 2. Electronics 1. pink scallops. straight black hair that is forced up and back by a narrow headband falls forward to frame her face. Thick. Cheat Death 2 Control: 4. Zoe typically wears futuristic clothing. smooth-skinned face is set off by penetrating brown eyes that are usually emphasized by heavy. Stealth 1 Size: 4 Weight: 3 Move: 3. Piloting 1. Her round.DOCTOR WHO — TIME LORD brilliant officer: Yates is usually at least one step behind the Brigadier when it comes to planning. He is an able second who benefits most from working under a strong. Her mental powers are phenomenally advanced and are demonstrated by her power of total recall. She is coolly confident in her own abilities and sceptical of even the Doctor’s attempts at coping with technology. 87 . Yates is slimly built. blue eyes and short. Photographic Memory 2. and black plastic boots. capable leader. Temporal Science 1 Determination: 4 Awareness: 4. searching questions to further her knowledge. Robotics 1. Zoe is keen to learn about items and processes she has not come across. Computers seem almost like toys to her owing to her ability to quickly work out programs in her head. such as the ones of 20th century Earth. He is invariably in full captain’s uniform because of his extensive office role at UNIT headquarters. Intuition 1. Striking Appearance 2 Highly intelligent Zoe is almost a mental rival of the Doctor: she believes that the Doctor is not quite as intelligent as she is! She is certainly more adept at dealing with computers than he is and deserves her space station rank of astrophysicist and astrometricist first class. pointed ankle-boots. In The Mind Robber she bested fictional comic superhero The Karkus in combat through the use of self-defence. Zoe is tough and quite able to defend herself. such as a dark. childlike frame and features. mid-brown hair. simply infuriate her. Running 1 Knowledge: 4. At the same time she can be quite terrified of the unknown or of hostile or dangerous creatures. Earth Equipment: None Strength: 3. Astrogation 2. Mathematics 2. and will ask pertinent. handsome face. primitive ones. with a narrow. or black plastic miniskirt and short-sleeve jacket. Martial Arts 2.

An Auton inflicts 2 Wounds if it strikes with its fists.DOCTOR WHO — TIME LORD ALIENS A great many aliens have been encountered by the Doctor on his travels. can be made using the mind print of a person. a group mind that in parts can control individual Autons and report back to the mental core. especially as far as combat goes. it inflicts 3 Wounds when set to stun. Make a note of any special abilities that do not appear in Part Three: these are powers that are not available to player characters. if any attack from a firearm which gets through armour but fails to overcome its special ability of Special Immunity (bullets) inflicts no Wounds. The aliens presented here are also only typical of their types: in most cases. and it is here that it is important to stress that TIME LORD is an interpretation of the DOCTOR WHO universe. are those that appeared in The Moonbase and The Tomb of the Cybermen. just as humans do. Each one embodies part of the Nestene intelligence. and to detail them all in terms of the TIME LORD rules would warrant a book on its own. It is possible. therefore. robots fabricated from plastics and given crude human features. It is inevitable that some people’s favourites will be missing. When different backgrounds conflict. Feel free to add or remove abilities to create specialists. TIME LORD uses the most consistent one or fills in a few details! The referee should. Weapons Built into the right hand of every Auton is a blaster that inflicts 6 Wounds. they have the physical strength of an Auton and the mental powers of their subject. but Autons have not been known to use this setting. if possible. but it should be easy enough to create them. Replicant Autons are indistinguishable from the real person and can think for themselves. remember that aliens are full characters. At the same time it is important to remember that many of the numerical values assigned to abilities have been chosen to give a balanced game. In addition. AUTONS AND THE NESTENE INTELLIGENCE AUTON Weapons: Blaster (Wounds 6 on kill. the statistics are for warriors of a particular culture. Role-play them convincingly. fist (Wounds 3) Armour: Full Armour 8 Strength: 5. Some enemies. Referees should bear in mind that aliens such as the Daleks also have scientists and engineers. particularly the Daleks and Cybermen. Armour The resilient plastics body of an Auton counts as full Armour 8. and make sure that they convey the full menace of their television counterparts. 88 . Special Immunity (bullets) 2 Control: 2. lumbering movement that can betray their true identity. for example. A sophisticated version of the basic Auton. They look like shop window mannequins. Brawling 2. They are not a succession of monsters to be blown away by trigger-happy companions. but very difficult to damage a Dalek or Cyberman with rifle fire — players should not count on their ability to do so — and it would take an increase of only 1 to these aliens’ Armour value to make them virtually invulnerable. watch a video tape of an episode containing the aliens that are going to be used in an adventure to get a better idea of their mannerisms and their strategies. The aliens presented here. Marksmanship 2 Size: 3 Weight: 4 Move: 3 Knowledge: 2 Determination: 6 Awareness: 4. because the bullets are absorbed. Where doubt about abilities has arisen. If any referee wishes to make certain monsters tougher or weaker than they appear here. Disguise 2 Autons are the mindless slaves of the Nestenes. the most dramatically effective version of an alien has been chosen: the Cybermen detailed in TIME LORD. he should feel free to do so. the replicant. are of necessity a selection of old and recent enemies. At all times. Wounds 3 on stun). The fingers of the Auton’s hand flip downwards to reveal the narrow gun barrel. Autons have a characteristically jerky. for example. and can pass for humans when they are dressed appropriately and given face masks. have changed considerably since their first appearances in the DOCTOR WHO series.

and plastic flowers made to spray suffocating films in people’s faces. it sends a swarm of meteorites — plastics globes containing part of its being — to the planet.DOCTOR WHO — TIME LORD Weaknesses If an Auton can be deprived of contact with the Nestene intelligence. Whoever the intelligence takes over. the Nestenes can be driven away by a device emitting the correct frequency to disrupt or block its mental processes. NESTENES Weapons: Tentacle (inflicts Wounds 5 a turn after grapple attack) Armour: Full Armour 7 Strength: 5 Control: 6. Each round after a successful grappling attack has been made. 89 . the intelligence inflicts 5 Wounds on its target unless that person can break free. The plastics objects are activated by heat or sonic signals: a drop in temperature deactivates them. Control and Move. mutually telepathic intelligence that takes corporeal form as a cephalopod — a giant octopus. Weapons In its corporeal form. All count as attempts to suffocate the defender. The intelligence travels through space. in the hope that the scientifically curious will study the globes: whoever finds one first is mentally attacked by the intelligence to provide it with an agent who can prepare for the full materialization of the Nestenes on the planet. in effect working like a slow-acting poison with an attack rate of one action turn and maximum Wounds of 4. Brawling 2. it is immobilized. Hypnotism 1 Awareness: 3 Nestenes is the collective name for a disembodied. Plastics that its servants have molecularly adjusted can be controlled by the intelligence. rubbery skin of the corporeal form has full Armour 7. it imbues with its ability of Hypnotism (but only at the agent’s Determination). plastic dolls or cables animated to strangle them. Marksmanship 2 Size: 2 Weight: 5 Move: 2 Knowledge: 8 Determination: 7. Armour The thick. seeking out suitable planets to colonize. When it finds one. Control 3 and Move 1. but are typically Strength 3. Inflatable chairs can be made to suffocate people. Plastics objects vary in Strength. the intelligence attacks with its tentacles with the aim of grappling and then crushing its attackers. Plastics materials are the Nestenes’ tools: they can control molecularly adjusted plastics to create the robotlike Autons or to make ordinary household objects into weapons of terror. The Doctor might typically achieve this by building a MacGuffin that jammed the brain waves of the controlling Nestene. Weaknesses Like its Auton subjects. The intelligence needs to destroy any native population in an area so it can materialize in complete safety.

Special Immunity (heat. In addition to their hard. with metal or plastic parts. With no lip movement and no body language to observe. Wounds 4 on stun). Computing 1. Captured humans are cyberized. twangy electronic voice: their speech circuits are incapable of inflection. and a harsh slit for a mouth. discovered time travel). The chest unit also houses communication equipment and a light. pity. The once human inhabitants of their home planet. developed the science of cybernetics to the extent that they could replace every part of the human body. Tracking 2 Cybermen are neither evil nor unit on their chests. seldom leaves their adopted home planet of Telos. patrols are headed by a Cyber Lieutenant. They have a good grasp of tactics and know that their invulnerability disconcerts an enemy. Cybermen speak with a perfectly flat. Precision 1. Expeditions are led by a Cyber Leader. Because their weak. about 2. with only circular holes where eyes should be. Marksmanship 2. Earth and its colonies are therefore often chosen as targets of Cybermen attacks. cold) 3 Control: 3. because the Cybermen can increase their numbers only by converting suitable subjects. it was during such an attack on Earth in 1986 that the first Doctor destroyed Mondas. those that reject the conditioning are often used as workers or infiltrated as superhuman spies into target societies. in order to become Cybermen. as yet. Instead of ears. Indomitable Will 1 Awareness: 2. fist (Wounds 6). fleshy frames have been replaced. electric charge (Wounds 3) Armour: Full Armour 9 Strength: 6. Cybernetics 1. just clinically logical in their actions: they have no concept of fear. The Tombs of the Cybermen on Telos are riddled with refrigerated chambers to which the Cybermen retreat when they must conserve energy. especially considering their resistance to most other species’ weapons. joy or cruelty. disease.1 metres tall.DOCTOR WHO — TIME LORD CYBERMEN & CYBERMATS CYBERMAN Weapons: Blaster (Wounds 8 on kill. Weapons Cybermen carry blasters that use electrical energy and which inflict 8 wounds when set to kill and 4 Wounds on stun. Cryptanalysis 1. Cybermen are preternaturally strong. The optical units can be switched to see into the infra-red spectrum. Their lack of fear makes them terrifying warriors to encounter. a process of physical replacement and mental conditioning. which coupled with their resistance to cold and heat means they survive where humans would perish — even outside spaceships. Cybermen can discharge part of their internal power to stun an enemy. Armour The metallo-plastic skin of a Cyberman counts as Armour 9 full armour. silver humanoid giants that are immune to the extremes of heat and cold and free from the ravages of disease. Science 1 Determination: 7. The electrical discharge from their fingertips inflicts 3 Wounds and counts as a ranged weapon with a range of zero areas. the bulk of it travels in cryogenic silos from which it must be awakened. metal fists. forces Cybermen into hibernation. without which they have become creatures of pure logic. Extreme cold. Cybermen are disturbing simply because of their sheer inhuman behaviour. are essential to the survival of the Cybermen. the leader of the Cybermen. They are completely immune to vacuum. Their faces are impassive metal masks. radiation. where a small metal grille conceals a heat-exchanger. however. Cybermen look just silver-coloured metal men. which inflict 6 Wounds. The Controller. Whenever an invasion force of Cybermen travels through space. which had returned to its home solar system. however. because they do not need to breathe. Hydraulic pipes run over their flexible metal skin and into the accordion. except the brain. their scientists eliminated what they saw as imperfections in their brains: emotions. owing to their scientific advances. It is the object of propagating the Cyberman race that drives them to travel through space (they have not. 90 . Martial Arts 1 Size: 3 Weight: 5 Move: 3 Knowledge: 6. Iron Constitution 2. Mondas. Cybermen have also developed mind-controlling machines used in combination with neurotoxins to enslave weak-willed humans. These Cybermen have Knowledge 7. The solid. Human bodies. Explosives 1. Eventually. tubelike weapon clips onto the base of the chest unit. They became Cybermen. a Cyberman has antennas that emerge from the side of its head and connect to the top.

Weapons A Cybermat’s main weapon is its poisonous bite. where they secretively destroy materials and personnel. shooting both out will deactivate but not destroy the creature. A cybermat’s bulbous head has two large white eyes. The one used against the Cybermen in The Moonbase would be Wounds 4. It must be administered through a Cyberman’s chest grille because it works by corroding the elements of the heat. The Wounds inflicted count only as an increased difficulty against the target’s Move. range 1 area) Armour: Full Armour 9 Strength: 2 Control: 2. with a rate of decay of 1 an action turn. two antennas. Cybermats can emit a weak energy bolt from their eyes. Cybermats typically move through the service tunnels and ventilation ducts. but only paralyses its target.DOCTOR WHO — TIME LORD Weaknesses Cybermen need recharging periodically: each hour a Cyberman is mobile counts as a cumulative difficulty against Strength against which each Cyberman must test at the end of every hour in order to remain active. causing the Cyberman to seize up. CYBERMAT Weapons: Bite (Wounds 4 to penetrate armour. Gold counts as a fast-acting poison. energy bolt (Wounds 4. Weaknesses A Cybermat’s eyes count as Size 8 unarmoured targets. injects Wounds 4 poison). which counts as a Wounds 4 fast-acting poison with an attack rate of one research turn. semi-intelligent robots to infiltrate enemy bases. Stealth 3 Size: 6 Weight: 2 Move: 2 Knowledge: 2 Determination: 6 Awareness: 4 Cybermats look like giant silverfish. It has a range of 1 area. Instead. therefore. The metallo-plastic armour of a Cyberman is vulnerable to particular combinations of organic solvents. These vary in effectiveness.exchanger. Cybermats may also be equipped with specialized venoms: in The Wheel in Space they used a metal-corroding fluid to destroy the space station’s supply of bernalium. depriving the base of any materials that might be used against the Cybermen. and a frill of short. which inflicts 4 Wounds but only for the purposes of penetrating armour: it does no real damage. if the Cybermat’s bite gets through armour. Cybermen employ these small. it means that person can be conditioned by the Cybermen’s mind-controlling apparatus. This does not kill although it does induce unconsciousness if it beats the Strength of its target: if it reduces the victim’s Wounds to his death point. Armour As Cybermats are constructed from the same tough metallo-plastic used to build Cybermen. 91 . The grille in the centre of a Cyberman’s chest unit is the only physical weak point: it is Armour 3 and counts as a Size 7 target. they have full Armour 9. They are about 50 centimetres long and built from flexible metal segments. but count as fast-acting poisons that bypass armour and directly attack a Cyberman’s Strength. for the first six hours after activation because their Strength automatically beats the difference for the first five hours. it injects one of two types of venom. Wounds 5. The most commonly used venom is a neurotoxin. Leaping 2. Cybermen are always mobile. inflicts 4 Wounds. Marksmanship 1. The second type of venom is deadly: it is a Wounds 4 fast-acting poison with an attack rate of one action turn. cream-coloured tentacles which brush the ground.

which can travel to a limited extent through time using taranium-powered machines. The weaknesses of the Daleks is that they are too logical and rely too heavily on their computers. Both factions use other species to compensate for their limited mobility. Ogrons are particularly favoured because they are stupid but loyal. Command 2. Gloating 2. Dalek armour is shaped like a pepper pot about 1. Marksmanship 3 Size: 4 Weight: 5 Move: 2 Knowledge: 6. Wounds 4 on stun) Armour: Full Armour 9 Strength: 5. grating voice box enunciates individual syllables: the word exterminate. calculatingly efficient creatures that are bent on dominating the universe: their might and technology are such that they instill fear into other intelligent species.5 metres tall. they also have the power of speech through a builtin electronic voice box. green. They are utterly ruthless. Iron Constitution 2. its manipulator arm and blaster are connected to the mid section by ball-and-socket joints and may be replaced by other weapons and tools such as a cutting torch. multi-tentacled mutant about 60 centimetres across. human mercenaries are used reluctantly because they are by nature treacherous.DOCTOR WHO — TIME LORD DALEKS & THE BLACK DALEK DALEK Weapons: Blaster (Wounds 8 on kill. Gloating 1. he must be exterminated’ and ‘Halt or you will be exterminated’. Robotics 1. because its armour is coloured black. Explosives 1. They have cream and gold armour and are led by the Emperor Dalek. Special Immunity (radiation) 2 Control: 1. The lower. Pure strain Daleks seek only to exploit Davros’s skills and do not acknowledge him as leader: to them he is only a resource of knowledge. Wounds 4 on stun) Armour: Full Armour 9 Strength: 4. comes out as ex-ter-min-ate. Imperial Daleks are the result of Davros’s further experiments to breed infallible Daleks that are totally loyal to him. for example. Although Daleks are linked into a communication network. Iron Constitution 2. 92 . ‘The Doctor is an enemy of the Daleks. the values of Control 1 and Move 2 are those of its armour. It is as dangerous outside its protective shell as it is inside. leaving them only with strong emotions such as hate. Computing 1. Explosives 1. Tracking 3 Created on the planet Skaro by the Kaled scientist Davros as engines of war and as the ultimate form of the Kaled race. Temporal Science 1 Determination: 6. The Dalek creature itself is a hideous. slab-sided part is covered in large hemispherical nodules. Science 1 Determination: 6. Science 1. Robotics 1. The mutant itself has Control 4 and Move 1. Special Immunity (radiation) 2 Control: 1. The Supreme Dalek is also known as the Black Dalek. Cryptanalysis 1. Pure strain Daleks have grey and black armour and are led by the Supreme Dalek. they have lost the powers of intuition and inspiration. especially in dangerous environments. Indomitable Will 1 Awareness: 2. Indomitable Will 2 Awareness: 2. Marksmanship 3 Size: 4 Weight: 5 Move: 2 Knowledge: 7. Command 2. an abnormally intelligent mutant specially bred for the purposes of leadership. Computing 1. Tracking 3 BLACK DALEK Weapons: Blaster (Wounds 8 on kill. Cryptanalysis 1. Daleks are divided into two warring factions: pure strain and Imperial Daleks. Their conversation tends to be along the lines of: ‘Exterminate’. All Daleks have no benign emotions because Davros biogenetically engineered these weaknesses from their minds. The Daleks also enslave the populations of planets they conquer to provide work forces to exploit mineral resources. revenge and cruelty. The harsh. which in reality is Davros in creamcoloured Dalek armour topped with a spherical case that hides his true form. the Daleks are undoubtedly the most evil creatures the Doctor has ever had to fight. owing to its incredible will to live and a murderous desire to kill. A single eye-stalk juts out of its domeshaped head. Time is no longer a barrier to the Daleks.

it is possible to squeeze a human into the armoured shell. ornamental wings curve from the robes at the shoulders. Weaknesses A Dalek’s physical weak points are its eye-stalk and the manipulator arm. providing protection of Armour 3. they do not injure the creature inside. green scales spread up from the neck. princes of Draconia have a green sash with a green gemstone.2 metres tall. A Dalek with a disabled eye-stalk. round the ragged. Wounds 4. There is no known cure. DRACONIANS Weapons: Blaster (Wounds 6 on kill. 93 . they often underestimate their enemies. and it takes much provocation for the Draconians to breach their treaties. A virus developed by the Movellans specifically attacks Daleks: it is equivalent to a slow-acting poison. Draconians speak with a harsh. and to do so is a tremendous breach of etiquette. Armour The metal casing that houses a Dalek is equivalent to full armour offering protection of Armour 9. Weapons Draconians use blasters that inflict 6 Wounds when set to kill and 3 Wounds when set to stun. The Draconians are ruled by an emperor. Martial Arts 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6. battle computer and life-support systems. pointy heads topped by a small crest of green scales. Daleks are supremely arrogant and overconfident. The Doctor has twice helped the Draconians. Command 1 Awareness: 3. About 2. with an attack period of 24 hours. Marksmanship 1. the blaster paralyses an opponent. Armour A Draconian’s tough. Science 1 Determination: 5. scaly skin counts as tough leather full armour. Their talon-like hands inflict 2 Wounds. Yet they are honourable: it is virtually unheard of for a Draconian to break his word.DOCTOR WHO — TIME LORD Weapons A Dalek’s built-in blaster inflicts 8 Wounds when set to kill and 4 Wounds on stun.’ Draconians are as civilized and as scheming as the next alien. both of which are Size 6. Women are treated as second class citizens — they are not even permitted to speak directly to the emperor. pointed ears and the back of the head. slightly sibilant voice. and pointed. Their brown faces are elongated with a black forked beard. Draconians of rank should be greeted with the words. His rank is denoted by a large blue gemstone on a broad. First Aid 1. Draconians have tall. In Frontier In Space. the Wounds value is added to the difficulty of any action that character attempts until the Wounds are healed. Flowing green and gold robes cover their scaly green bodies. The Draconians have earned the derogatory nickname of Dragons owing to their green skin and reptilian nature. for example. At the time of the fifteenth emperor. Attacks against these weak points only disable the respective part of the Dalek. Computing 1. The armour houses and protects a Dalek’s power plant. Armour 6 and Strength 4. whose court is on their home planet of Draconia. Eloquence 1 Draconians are a proud and noble species of lizard men whose empire at one time borders that of Earth in the Milky Way galaxy. they respect the empires of other people and realize that war against an enemy as strong as Earth would be costly. ‘My life at your command. he saved them from a deadly plague for which he was made a noble of Draconia. if these are removed. In many ways they think and act like humans. Wounds 3 on stun) Armour: Full Armour 3 (scaly skin) Strength: 4 Control: 3. blue sash. When set to stun. Although they have a strong martial tradition and a warrior’s code similar to that of the Japanese samurai. Astrogation 1. cannot see. the third Doctor averted a potentially catastrophic war between Earth and Draconia.

The Ancient One and lesser Haemovores alike can all create new Haemovores by draining the blood from their victims: anyone killed by a Haemovore in turn becomes one. has gone. Although the Ancient One perished. Brawling 2 Size: 3 Weight: 4 Move: 3 Knowledge: 4 Determination: 5. the Haemovores may never have been: their appearance will have been nothing more than a temporal paradox. If man cleans up the Earth and stops pouring chemicals and sewage into its seas and oceans. an evil intelligence banished for centuries into the shadow dimensions by the Doctor’s trickery. Armour A Haemovore has no natural armour. and Fenric’s physical form was again destroyed. It is to the lesser Haemovores what Dracula is to the vampires he creates: it guides them mentally and can destroy them by exerting its will through the telepathic link that binds them. as the chemical mutation passed on by its creator takes hold. Fuse Metal 1. Swimming 2 Knowledge: 6. the one with the greatest powers. man poisons the Earth. too. Limited Telepathy 2. Psychic Shield 3 Awareness: 3 Haemovores are at the end of a possible evolutionary path for the human race: they are vampiric mutants whose origins lie in the pollutants with which. changes: it puffs up and turns pale blue. 94 . Fenric. Poisons 2. Brawling 2 Size: 3 Weight: 5 Move: 3. Known as the Ancient One. brought the Ancient One back through time to twentieth century Earth as part of a trap to catch the Doctor.DOCTOR WHO — TIME LORD Weaknesses A Draconian’s pride may provoke hasty action. those of the Ancient One inflict 5 Wounds. In time. becoming encrusted with white. otherwise they have no particular weakness. Command 2. HAEMOVORES & THE ANCIENT ONE HAEMOVORE Weapons: Claw (Wounds 4) Armour: Psychic Shield counts as Armour 8 vs certain attacks Strength: 4 Control: 2. is now a deathly white. they have become creatures of instinct. Much of their power for rational thought. Its skin. Psychic Shield 3 Awareness: 3 ANCIENT ONE Weapons: Claw (Wounds 5) Armour: Psychic Shield counts as Armour 8 vs certain attacks Strength: 5. however. Only their craving for human blood — a scarce resource in their future Earth — brings them from the oceans. a full red. 2.2 metre tall creature of like power to the Ancient One. At first. Quick Recovery 2 Control: 2. in the far future. or in wrecks and caves on the seabed. barnacle-like growths. the first of the Haemovores has by far the greatest powers. Weapons The sharp claws of a Haemovore inflict 4 Wounds. the Haemovores may yet again rise from the depths. long talons. The creatures live in small communities in the depths of the oceans. however. Although it still has the power of speech. but is protected against certain attacks by its Psychic Shield. Science 1 Determination: 5. Its skin. Limited Telepathy 1. a new Haemovore loses the power of speech and communicates through telepathy. and its fingernails. a newly created Haemovore resembles the person it once was. Each community is led by the oldest present Haemovore. A millennium or two of mutation produces the final form: a broadly built. its lips. its voice has become harsh and sibilant.

Tracking 1 ICE LORD Weapons: Blaster (Wounds 8 on kill. but useless against as passive attack such a poison gas. communication is automatic. claw (Wounds 5) Armour: Full Armour 9 Strength: 5. It counts as Armour of protection equivalent to the total Psychic Shield ability — Armour 8 for a Haemovore. performing the role of diplomat or expedition leader. Indomitable Will 1 Awareness: 3. Wounds 4 on stun). Wounds 4 on stun). Acute Hearing 1. Special Immunity (cold) 2 Control: 2. They create a psychic barrier to the Haemovores of a difficulty equal to their Determination plus any relevant special ability. It allows the Ancient One to form talismans that act as a focus for Limited Telepathy. therefore. claw (Wounds 5) Armour: Full Armour 9 Strength: 5. Fuse Metal [Strength] This unusual ability is the power to form metal by pressure alone. Stealth 1 Size: 3 Weight: 4 Move: 3 Knowledge: 7. Law 1. Limited Telepathy [Determination] Limited Telepathy is the exertion of mind power to communicate with other people or creatures at a distance. harnessing their scientific advances to adjust the climate of planets to render them suitable for occupation. Limited Telepathy allows communication only between other telepathic creatures. Ice Warriors are the NCOs and ordinary soldiers that are assigned bodyguard work on diplomatic missions. Engineering 1. Brawling 2. Ice Lords are the officers. Marksmanship 1. Eloquence 1 Ice Warriors are the warlike inhabitants of Mars who have adapted to their planet’s cold. At a number of areas less than the total ability of the telepathic creature. Acute Hearing 1. Yet they are capable of great subtlety. performing much the same role as silicon does in Earth technology. Gloating 1. however. Bureaucracy 2. Bureaucracy 1. Their technology. Robotics 1. a mineral that is abundant on Mars and which they are eager to exploit sources of. It is effective. Science 1 Determination: 6. blunt weapons and edged weapons. with a difficulty equal to the distance in areas. There are two distinct orders in the military hierarchy: the Ice Lords and the Ice Warriors themselves. Electronics 1. Anyone who tries to resist the Haemovores must remain motionless in an area and concentrate on an object or a person they have faith in. is heavily based on trisilicate. the creature must beat the difference. Special Immunity (cold) 2 Control: 3. against bullets. The Ice Warriors have a long tradition of expansion by military conflict. Command 1. Pain Resistance 2. ICE WARRIORS & ICE LORDS ICE WARRIOR Weapons: Blaster (Wounds 8 on kill. 95 . and their solutions to problems are usually direct and violent. Computing 1. opening the mind of the victim to the Ancient One’s and allowing the creature to Command the victim to enter the sea. arid environment. at ranges greater than or equal to the ability. A Haemovore that fails to beat the difference between its Awareness and this difficulty is repelled by the person’s psychic field. Mechanics 1. Psychic Shield [Determination] This ability provides a mental barrier against kinetic physical attacks. Pain Resistance 2. Marksmanship 2 Size: 3 Weight: 5 Move: 3 Knowledge: 6 Determination: 5 Awareness: 3. which creates a psychic barrier that they cannot penetrate.DOCTOR WHO — TIME LORD Weaknesses Haemovores are repelled by a person’s faith. Trisilicate is the material used in their electronic circuits.

Their armoured. A temperature of 20 degrees celsius counts as an environmental difficulty of 4 to an Ice Warrior. A Mechanoid is about 1.7 metres tall and looks like a multi-faceted. sibilant tones. a small column topped by a broad. At one time the Martian empire has been part of a federation of planets that has included Earth. each Ice Warrior must beat the difference between its Strength and the difficulty to remain conscious. electronic voices. This gap counts as an Armour 3. not war. an Ice Warrior inflicts 5 Wounds. Ice Warriors tend to move slowly and deliberately. however. and precede and finish their simple commands with spoken binary sequences. at others. flat metal cone sticks out: the column contains the Mechanoid’s main audio sensors. It cannot be assumed that the Ice Warriors are automatically the enemy: they may well be allies! It is easy to understand why Ice Warriors were mistaken for Vikings when they were first discovered on Earth. without the heavy carapace. and at 2 to 2. scaly carapace. Mechanics 1.2 metres tall. ridged limbs and helmet make them look as if they belong to an ancient civilization. Electronics 1. and the commands needed to gain access to the beautiful cities they create lost by man. Armour An Ice Warrior’s green. they are clearly alien. Arcturus and Peladon. the Daleks attacked and largely destroyed a Mechanoid city in their attempts to catch and exterminate the Doctor. and have infinite patience to rebuild their work should it be destroyed. The metal triangular panels that comprise its outer skin conceal circuits. At the top of the sphere. Ice Warriors are a political species and able to recognize that negotiation. 96 . Weaknesses The only weak point in an Ice Warrior’s armour is the gap that exposes its mouth and jaw. At the end of every action turn during which the ambient temperature difficulty is 5 or more. but the Ice Warrior can recover consciousness only by beating the difference between its Strength and the environment. electric shock (Wounds 3) Armour: Full Armour 5 Strength: 4 Control: 1. Precision 1 Mechanoids are the colonizing robots used by Earth to find and prepare planets for human occupation. Weapons The blaster attached to an Ice Warrior’s right wrist inflicts 8 Wounds when set to kill and 4 Wounds when set to stun. the Ice Warriors speak in low. however. It uses sonic energy. angular sphere on a low circular base. On the planet Mechanus. however. Instead of hands. horny carapace and helmet count as full Armour 9. Size 7 target. Robotics 1. Alpha Centauri. When anyone encounters a Mechanoid city. the robots will confine him indefinitely until they are given the codes that they should receive from the colonists. dry climates so they are particularly vulnerable to humid heat. the Ice Warriors have been bent on the domination of Earth. but it is a sterile existence. Ice Lords are slightly built versions of the Ice Warriors. both types have heavy pincers. are used to repairing each other. Tufts of fur stick out from the joints in their green armour.DOCTOR WHO — TIME LORD Like humans. even when silent. Seemingly betraying a reptilian background. the Mechanoids have largely been forgotten. Mechanoids have grating. Ice Warriors are used to cold. their breathing sounds laboured. Marksmanship 3 Size: 3 Weight: 5 Move: 2 Knowledge: 6. sensors and its weaponry. A narrow metal band runs round the middle of the robot and houses the two. slender metal feelers that the Mechanoid uses to operate machinery. Engineering 1. Mechanoids. every 5 degrees centigrade above this increases the difficulty by one. MECHANOIDS Weapons: Blaster (Wounds 7 on kill only). is sometimes the answer to conflict or the advancement of their civilization. Constructed during the first few years of Earth’s expansionist period. Such prisoners will be well catered for. Computing 1. When striking with its claws. The heat does not inflict any Wounds. frozen in a glacier. Science 1 Determination: 6 Awareness: 3.

Behind a front panel on each Mechanoid is a blaster that uses heat energy. It inflicts 7 Wounds and can only be used to kill. A Mechanoid can electrify its outer skin to protect it from physical assault: anyone touching this receives an electric shock that inflicts 3 Wounds.

Mechanoids have the equivalent of plate metal full armour, providing protection of Armour 5.

Mechanoids are easily destroyed by most blasters, and have no particular weakness apart from their logical and restricted thinking.

Weapons: Blaster (Wounds 7 on kill, Wounds 3 on stun), fist (Wounds 2) Armour: Full Armour 6 Strength: 5, Iron Constitution 1 Control: 3, Brawling 1, Marksmanship 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6, Astrogation 1, Computing 2, Electronics 1, Explosives 1, Robotics 2 Determination: 6, Command 1 Awareness: 3, Precision 2, Striking Appearance 2 Strikingly attractive by human reckoning, with golden skin, dark, elongated eyes, and white plaited hair, the Movellans are not what they seem. Beneath their ribbed and padded close-fitting white tunics and knee-britches, is a humanoid body of plastics and metal: the Movellans are coldly logical robots. Their uniform also consists of white mid-length boots and a silver gun-belt, which also holds a power pack. Movellans are the deadly enemies of the Daleks, using their powerful battle computers to try to outwit Davros’s creations. Yet doing so has resulted only in stalemate: whatever the Movellans’ computers plot, the Daleks’ computers counter and vice versa. The stalemate is only broken in the far future when the Movellans develop a virus that attacks only Daleks: it virtually destroys the entire species. The Movellans are utterly ruthless, although they may well appear helpful and considerate when first met, an impression that is heightened by their soft, gentle voices. Their robotic nature, however, is revealed by their lack of emotions and efficient, probing conversations. Movellans are reluctant to be touched or seen in death by aliens: it would immediately reveal that they are not creatures of flesh and blood. They will sacrifice temporary allies and even themselves to attain their goals. Movellan scout ships have a crew of no more than a dozen, but the onboard computer has the power to replicate any of the crew members that are destroyed. The spaceship itself, partly buries itself on landing as a means of self-defence.

Movellans carry a small, cone-shaped blaster that has a built-in hand shield. The blaster inflicts 7 Wounds when set on kill, and 3 Wounds when set on stun. These robots, however. inflict only 2 Wounds with their fists.

A Movellan’s resilient body is equivalent to full Armour 6.

The external power pack on each Movellan’s belt is a serious weakness. If it is removed, the Movellan is deprived of power and collapses slowly to the ground. The power pack counts as a Size 7 target. Movellans are also completely logical: irrational actions are likely to outwit them.


Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 2) Armour: Body Armour 3 Strength: 5, Pain Resistance 2 Control: 3, Blunt Weapons 1, Brawling 1, Marksmanship 1 Size: 3 Weight: 5 Move: 3, Running 1 Knowledge: 2, First Aid 1, Wilderness Lore 1 Determination: 5 Awareness: 2, Tracking 1 Brutal and stupid, Ogrons have two great qualities: they are tough fighters and they are loyal to their masters. Brought out of a primitive, almost Stone Age existence by the Daleks to fulfil a role as mobile, aggressive guards, Ogrons have become mercenaries, hiring themselves out to whoever or whatever needs their services. Yet they are still a primitive people: Ogrons live in cave dwellings on their home planet, which they simply call Homeworld now they have discovered the existence of other planets. Known as Ogros to other civilizations, it is a bleak, rocky planet; it is also home to a large predatory reptile that the Ogrons worship as a god. Ogrons are about 2.2 metres tall and look like dark-skinned apes. They are largely bald, apart from some long, straggly hair that hangs down from the back of their heads. A prominent bony ridge casts their small, dark eyes into shadow; their heavy jaws heighten their almost neanderthal look. They typically dress in coarsely woven, baggy tunics and leggings, over which they wear a stout jerkin. Although Ogrons are capable of following orders well, they have no sense of initiative, and often overlook details that their masters consider important. They have gruff, deep voices which are difficult to understand. Although they may be lacking as conversationalists, Ogrons have an intuitive grasp of technology, and easily comprehend the function, if not the workings, of blasters, spaceships and the like.

Ogrons are armed with heavy duty blasters that inflict 6 Wounds on kill and 3 Wounds on stun. Their tough hands inflict 2 Wounds.

An Ogron’s jerkin is equivalent to tough leather body armour, offering protection of Armour 3.

Ogrons are superstitious and dreadfully afraid both of their god and their masters. Their stupidity means they are easily outwitted, unless they are in the company of an intelligent leader such as the Master or a Dalek.

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 4) Armour: Full Armour 7 Strength: 4 Control: 2, Brawling 1, Marksmanship 1 Size: 3 Weight: 5 Move: 2 Knowledge: 6, Computing 1, Electronics 1, Engineering 1 Determination: 6 Awareness: 2, Keen Sight 1, Tracking 1 Robots are an incredibly varied type of machine and can have greatly differing abilities. The most dangerous robots, however, are often humanoid in shape: the abilities listed above are such a robot whose duties include servicing machinery or guard duty. Specialized robots will have skills more appropriate to their duties. Robots have an important role to perform: they remove the need to use men for onerous, repetitive tasks and also help to cut overheads by obviating the need to pay wages. A robot will continue to work tirelessly, provided that no one interferes with its programming.


Many of the Doctor’s opponents use robots of some sort, and they are of sufficient menace not to be disregarded. Particularly intelligent robots become aliens menaces in their own right, such as the Movellans.

Not all robots are equipped with blasters, but those that are inflict 6 Wounds on kill and 3 Wounds on stun. A robot’s powerful hands inflict a number of Wounds equal to its Strength.

Most robots have a metal skin or framework which is equivalent to full metal plate Armour 7.

A robot is blinded if its optical sensors are covered or shot out; the sensors are Size 7 unarmoured targets. It can be completely discombobulated by disconnecting or destroying vital circuits.

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), claw (Wounds 2) Armour: Full Armour 6 Strength: 5, Iron Constitution 2, Special Immunity (pressure) 3 Control: 3, Brawling 1 Size: 3 Weight: 4 Move: 3, Swimming 3 Knowledge: 6, Computing 1, Electronics 1, Engineering 1, Explosives 1, First Aid 1, Science 1 Determination: 5, Command 1 Awareness: 3 Sea Devils are an intelligent reptilian species that live in underwater, air-filled cities at the bottom of Earth’s oceans. The are the underwater cousins of the Silurians, and like them retreated into hibernation chambers many thousands of years ago when a planet threatened to crash into the Earth. Many Sea Devils are still in hibernation awaiting the signal to awake: their instruments have yet to give the all clear because the collision never occurred. Only a few colonies have come to man’s attention as a result of his investigations of the seabed triggering the Sea Devils’ alarms. Once rulers of a great underwater civilization, the Sea Devils are not a martial species. Together with the Silurians, they made great scientific advances and developed a sophisticated culture. Those colonies that have woken to find man, a jumped up ape, running and ruining their planet naturally wish to remove this usurper. If the Sea Devils could trust man, however, and man could trust the Sea Devils, it would be possible to share the planet. The third Doctor tried, but failed, to achieve this compromise in The Sea Devils. Sea Devils are manlike lizards with a tough, green and brown leathery skin. Their turtle-like heads have beaked mouths and golden eyes with large black pupils. On each side of the head, a fan-shaped frill of skin sweeps backwards from the temple to shoulder level. They dress simply in a blue net robe that is tied at the waist by a white gun belt. Although Sea Devils are reptilian, they are much like humans in their mental make-up, with the same emotional frailties and strengths.

Sea Devils carry a compact, circular blaster that uses heat energy and inflicts 6 Wounds on kill, 3 Wounds on stun. It can be adjusted to act as a cutting torch, inflicting 6 Wounds an action turn at a range of zero areas. A Sea Devil’s clawlike hands inflict 2 Wounds.

The natural leathery skin of a Sea Devil counts as full Armour 6.

The only physical weaknesses in a Sea Devil’s skin are its eyes, which are unarmoured Size 7 targets. Hexachromite gas is a deadly poison to Sea Devils, counting as fast-acting poison, Wounds 5.


Silurians have manlike brown bodies that are covered in fine scales. Weaknesses Silurians are vulnerable to hexachromite gas. The small.DOCTOR WHO — TIME LORD SILURIANS Weapons: Blaster (Wounds 6 on kill. The disaster. however. and the top of their heads are ridged and crested. although their first given name has stuck. warbling voice. As a weapon. Opposition. where they went into hibernation. It counts as a fast-acting poison. First Aid 1. Command 1 Awareness: 3 Silurians should more accurately be described as Cretaceans. The impending disaster of a planet crashing into the Earth forced the Silurians to retreat into underground caverns. their splayed feet have three toes and their three-fingered hands end in talons. Wounds 3 on stun). Armour A Silurian’s tough skin counts as full Armour 6. Engineering 1. is the dominant life-form. located in the central crest. forcing the Silurians into a sleep of many thousands of years. electronic locks and the like. but the creatures awaken only when man’s scientific experiments unleash enough energy to activate their hibernation machinery. The Silurians’ instruments never detected the post-disaster conditions they expected. A collar of rough skin falls down to their shoulders. the Silurians would like to see the upstart eliminated so their golden civilization could be restored. Special Immunity (heat) 2 Control: 4 Size: 3 Weight: 4 Move: 3 Knowledge: 6. it has a maximum range of four areas. focusing infra-red energy on its target. resulting in a deep. SOLDIERS Weapons: Depends on time and space. never happened: the planet went into orbit round the Earth and became known as the Moon. Computing 1. No firearm capable of inflicting more than 6 Wounds on kill Armour: Depends on time and space. None better than Armour 6 Strength: 4 Control: 3 Size: 3 Weight: 4 Move: 3 Knowledge: 4. emits infra-red radiation that can be used as a weapon or emitted in pulses to operate scientific machinery. First Aid 1. It uses heat. their underwater counterparts who were also forced into hibernation. Flat trapezoid ears jut out from the side of their heads. round and almost sucker-like mouth is not suited to human speech. Silurians are dismayed that man. it inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. however. Explosives 1. Iron Constitution 2. Electronics 1. A third eye. Science 1 Determination: 4. They once ruled the Earth at the time of the dinosaurs. is most often provided by security guards or soldiers: whether the guards are 100 . and can therefore be used as a cutting torch to melt and reform steel and rock: in this mode it inflicts 6 Wounds at a range of zero areas. Wilderness Lore 1 Determination: 3 Awareness: 2 Many of the Doctor’s adventures take place on Earth or on one of Earth’s colonies. It is also possible to shoot at a Silurian’s small eyes: these are heavily lidded and count as Size 8 targets. which is poisonous to them. The Silurians are related to the Sea Devils. when apes were considered as unintelligent playthings. a mere ape. Wounds 5. There are colonies of Silurians all over the Earth. where he encounters all types of people. claw (Wounds 2) Armour: Full Armour 6 Strength: 5. Weapons A Silurian’s third eye in the centre of its forehead is both a weapon and a means of operating equipment.

Command 2. however. range 4 areas) Armour: Full Armour 8 Strength: 6. Robotics 1. Science 2. Martial Arts 2 Size: 3 Weight: 5 Move: 3. Scouts have spherical spaceships. and the species’ stocky. Sontarans have only two fingers on each hand and opposable thumbs. Future worlds Man has long realized that the best armour he can make is useless against the destructive power of blasters. Apart from a few basic soldiering skills. which is partial Armour 5. By human reckoning. dome-like helmet with narrow eye holes provides complete protection for the head. The Sontarans’ home planet. Sontarans are ugly: they have smooth-skinned. Wall guards may be armed with crossbows instead of spears. with squat features and small red piggy eyes. Gloating 1 Awareness: 1. Temporal Science 1. both of which count as guns with magazines. Sontarans are encountered individually and are usually scouts sent out to reconnoitre terrain or analyse the physical and mental weaknesses of the enemy. Warriors from countries such as Egypt would not have the benefit of armour. Marksmanship 2. Gallifreyan Citadel guards fall into this category. Castle guards will be armed with a spear and have soft leather body armour. gunmetal-coloured space armour. Medieval worlds Knights are usually equipped with flexible metal body armour. but would be similarly armed.DOCTOR WHO — TIME LORD from medieval England or a starship. They will be armed with blasters that inflict 6 Wounds when set to kill and 3 Wounds when set to stun. Coarse bristles sprout in tufts from their ears and chins. Industrial revolution worlds Guards and soldiers alike will have no armour and use muzzle-loading muskets. Piloting 1 Knowledge: 6. which counts as partial Armour 5. Electronics 1. Soldiers will usually be equipped with automatic rifles or submachine-guns. these men have few special abilities. They are also limited conversationalists: the longest line such referee characters are likely to get in an adventure is ‘Aaargh!’ — the number of A’s is optional. it is geared to war. Ancient worlds Greek and Roman warriors wear plate metal body armour. Engineering 1. Normally. Soldiers in this period will be unarmoured apart from a plastics fibre helmet. A translation box on a wide belt allows a Sontaran to understand and speak any language. they are unarmoured except for a plate metal helmet. Keen Sight 2 Sontarans are built and bred for war. as well as a plate metal helmet. They will be armed with a sword and shield. which offers protection of Armour 4. at the referee’s discretion they may have a sword as a secondary weapon and a shield. heavily muscled bodies reflect this. bordering on limited time travel. Remember that these weapons are inaccurate and increase the difficulty to hit a target by one. soldiers may be given plastics fibre body armour. Acute Hearing 2. has a high gravity. offering protection of Armour. which offers protection of Armour 2. Much of the time. Special Immunity (high gravity) 2 Control: 3. about 5 metres in diameter. A superstitious people might easily believe them to be goblins. which protects the head as partial armour 5. Although Sontaran technology is highly advanced. phosphorescent green jellyfish. Wilderness Lore 1 Determination: 6. Computing 1. Their manlike form is encased in flexible. SONTARANS Weapons: Blaster (Wounds 6 on kill. Sontar. brown dome-like heads. which offers protection of Armour 5. a sort of intelligent. a subject at which they are masters after countless years of conflict with the Rutans. UNIT troops are in this category. Astrogation 1. that are equipped with the necessary laboratory equipment to assist their in tasks and which also act as the 101 . Wounds 3 on stun. Modern worlds When on special assignments. a smooth. Meeting a Sontaran is like meeting Humpty Dumpty with an attitude. Their main weapon is the spear. they are all basically the same: only the weapons and armour differ.

the blaster inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. They consider all other methods of reproduction as weaknesses. they have a high intelligence. for at least six hours after each recharging. the Gravis oversees the 102 . a super-intelligent Tractator with the ability to unite the lesser Tractators into an organized force. the species produces a Gravis. Sontarans need to recharge their energy periodically. When used as a weapon. pointing out that up to a million cadets are hatched at a time at the Sontaran Military Academy. however. Mechanics 1. The Gravis is the driving force behind the expansion of the species. Weapons The Sontarans are highly dependent on their equipment. retreating to their space ships to do so. Control Gravity 1 Awareness: 3 Tractators are harmless burrowing beetles that live in tunnels beneath a planet’s surface. it has a limited range of 4 areas. Sometimes. Sontarans are clones: all of them look alike. Wherever there is a scout. Sontarans act alike. Control Gravity 1 Awareness: 3 GRAVIS Weapons: Claw (Wounds 2) Armour: Body Armour 4 Strength: 4 Control: 2 Size: 3 Weight: 5 Move: 2 Knowledge: 6. too: they respect military hierarchy and are used to ordering people about. Astrogation 1. The main tool is a multi-purpose blaster and control rod. Each hour a Sontaran is away from its ship counts as a cumulative difficulty against Strength against which it must test at the end of every hour in order to remain active. therefore. a narrow black tube about 30 centimetres long that is slung from the right side of a Sontaran’s belt. Sontarans have little skill at negotiation. Armour Sontaran space armour counts as full Armour 9. Weaknesses A Sontaran’s only weakness in its armour is the probic vent at the back of its neck. TRACTATORS & THE GRAVIS TRACTATOR Weapons: Claw (Wounds 2) Armour: Body Armour 4 Strength: 4 Control: 2 Size: 3 Weight: 5 Move: 2 Knowledge: 3 Determination: 3. Weak pulses from the rod can be used to control Sontaran machinery. which can grow only by colonizing new planets. Sontarans are always mobile. It counts as an unarmoured Size 7 target.DOCTOR WHO — TIME LORD control centre for their operations. Electronics 1. Engineering 1. enabling the species to sustain tremendous casualties in war. which compensate for a shortage of real abilities. Science 1 Determination: 5. With the ability to construct sophisticated and accurate mining equipment. the rod can be used to hypnotize and control subjects. a full invasion force is sure to be close by. which is exposed even while the protective helmet is worn. It must not be forgotten that although they are a martial race and relish even other people’s conflicts. By modulating the light energy it emits. It is considered as having Determination 4 and a range of zero areas for this purpose.

sucker-like base which allows it to move. but the effect is to increase the Tractators’ total ability at Control Gravity. Originally constructed in the Himalayas. Tractators stand upright and are about 2 metres tall. instead of the more usual brown. These people are then harnessed to the mining machines. 103 .DOCTOR WHO — TIME LORD building of tunnels to turn the centre of a planet into a giant gravity motor. black leathery snout and yellow fangs are barely visible through the mass of fur. and instead of teeth. stubby arms with ridged. Knocking the Gravis unconscious or moving him away from the same planet will break his control. stick out from the top of the head and provide the means of directing and channelling gravitational energy. yet they are dangerous: their hairy hands end in razor-sharp talons. Brawling 2. a Tractator will attack with its stubby claws. enabling the Tractators to travel through space. Tractators. The difficulty of moving a target is equal to its Weight plus the number of areas it is to be moved. cold. Weaknesses The Gravis is the Tractators’ greatest weakness. They are about 2. offering protection of Armour 2. which the Yetis usually slash violently at an enemy. Armour A Tractator’s chitin counts as body armour with a protective value of Armour 4. Special Immunity (heat. Marksmanship 2 Size: 3 Weight: 5 Move: 3 Knowledge: 2 Determination: 6. which inflict 2 Wounds. tufts of black fur stick out from the overlapping sections. picking on weakened. Two antennas. the Tractators move in. Iron Constitution 2. The strength of the gravitational force is equal to the Tractator’s total ability (6 in the case of the Gravis. When awakened by the Gravis. Indomitable Will 2 Awareness: 3. bipedal and covered in long shaggy brown fur. The Gravis is identified by its predominantly green skin. sleeping or sick targets and dragging them through the very earth by dint of their gravitational powers. It has a pair of short. glassy eyes stare out sideways from an almost fishlike head. need a supply of humans. or other intelligent minds. Its underbelly is a pale brown colour as is the broad. The creatures have a terrifyingly loud roar. pressure) 2 Control: 2. Their red eyes. a being of pure thought from another dimension. talon (Wounds 5) Armour: Full Armour 8 Strength: 5. the Yetis were given the form of abominable snowmen. carrying out physical tasks that either the intelligence or its human agents cannot manage. to provide the living intelligence that powers and guides their mining machinery. If no such minds are readily available. Once the colonists have built up sufficient numbers to guarantee a permanent supply of usable minds. They are its tools on Earth. purposeless creatures. The back of a Tractator is protected by black chitinous segments. 4 in the case of other Tractators). If forced to. Large. shovel-like hands. Control Gravity [Determination] The ability to influence gravitational fields through mental control is imparted by the Gravis to his subservient Tractators. short tendrils are visible between the Tractator’s thick lips. Without him. Yetis look almost comically squat because of the breadth of their bodies. the Gravis will seek to divert passing spaceships. Tractators may increase the strength of the field by concentrating the mental power against one subject: the rules for group fire are used. however. Precision 1.1 metres tall. YETIS AND THE GREAT INTELLIGENCE YETI Weapons: Web gun (grapple attack. Tracking 1 Yetis are unintelligent robots that are controlled by the Great Intelligence. causing to crash on the planet. A living subject in the gravitational field can try to break free using its Strength against a difficulty equal to the total mental ability of the Tractators. Strength 7). Weapons The main weapon used by Tractators is their Control Gravity ability. the Tractators revert to harmless. about 40 centimetres long. Its soft underbelly counts as soft leather partial armour. which they operate until their minds burn out. The concentrated gravity field manifests as a pink nimbus around its target.

a Zygon’s fingertips end in small suckers. which is a Size 7 target. Telekinesis [Determination] This special ability gives the intelligence the power to lift. Its prime human agent gains the mental abilities of the intelligence. Weaknesses Each Yeti receives its instructions through a silver control sphere about 10 centimetres in diameter that fits into a cavity in its chest. Cybernetics 1. The TARDIS was once restrained in this fashion. the Great Intelligence drifts through time and space. puckered mouth give the Zygons an air of brooding menace. It requires a mental focus in order to materialize: this focus can be the mind of an oriental mystic caught wandering in the astral plane. The Great Intelligence has no corporeal form. seeking entry into the world of men. the intelligence is temporarily banished. First Aid 2. a pug nose and a slight. If its focus is destroyed before it can build up sufficient power to enter the physical world. Determination 8 (Special abilities of Hypnotism 1. just the abilities of Knowledge 8.DOCTOR WHO — TIME LORD Human agents control the Yetis about by moving scale models over maps of the local terrain: the models act as a focus through which the intelligence can channel its Determination to make the Yetis do its bidding. Shapechange 3 Zygons are refugees from a stellar explosion that destroyed their home world of Zygos. THE GREAT INTELLIGENCE Exiled from another dimension. It can exert its powers through space. however. a Yeti is inactive: it is like a machine that has been turned off. however. counting as a Wounds 6 slow-acting poison with an attack period of one action turn. enabling it to resist burning and even to contain explosions. Although the web does no damage. to restrain or move objects. Weapons Yetis are sometimes equipped with web guns that emit a tough. Gloating 2. ZYGONS Weapons: Electric charge (wounds 4. Electronics 1. and form a crest on the Zygon’s head. Brawling 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6. it counts as a successful grappling attack made by an opponent with Strength 7. but even the Doctor’s mind is too weak to contemplate such an action. resilient cobwebby substance that binds or envelops its target. Indomitable Will 1 and Telekinesis 1) and Awareness 7. A Zygon’s manlike body is upright and bipedal. Control 3. are semi-intelligent and will seek out inactive Yetis: they have Move 1 for this purpose and can fly or levitate. It slowly suffocates a target. Weight 2 and full Armour 8. range 0). 104 . the Yetis. Deep-set. It is theoretically possible to destroy the intelligence in psychic conflict. small eyes. its green and orange skin. such as a Yeti control sphere. move or restrain inanimate objects by thought alone: the difficulty of doing so is equal to the object’s Weight plus the number of areas to be moved. The guns have a range of only 1 area. and their control spheres. Control spheres. Science 2 Determination: 6. A Yeti inflicts 5 Wounds when it attacks with its talons. looks unpleasantly rubbery and is slimy to the touch. tangible evidence of the intelligence’s work. Without a control sphere in place. The web also has the ability Special Immunity (fire) 3. Lines of sucker-like nodules run along the limbs and spine. Computing 1. This telekinetic ability can produce physical manifestations similar to cobwebs. or even an active relic of the intelligence’s previous visitations. A pyramid of control spheres is sufficient a focus for the intelligence to channel itself through. there is no trace of a neck. which in effect it hypnotizes and then possesses. Once the intelligence has a human agent. it can gather together the materials necessary to build its robot servants. fist (Wounds 2) Armour: Full Armour 6 Strength: 5 Control: 3. A great dome-like head meets the shoulders direct. Their other relevant abilities are Strength 3. Independent Spirit 1 Awareness: 3. Armour The metal skeleton and cladding of a Yeti is equivalent to full Armour 8. A flap of fur usually conceals and holds in the sphere.

but they can be damaged by bullets. also transfer some or even all of the copied subject’s memory. usually machine assisted like that of the Zygons. Their skin is equivalent to full Armour 6. when the Zygons planned to modify the Earth’s climate to make it more suitable for their species and its herds of Skarasens. It is the ability exactly to mimic the physical appearance of another creature or person. The Doctor had to deal with a Zygon spaceship and crew on Earth in Terror of the Zygons. provided that they have recorded its body print. even going as far as committing genocide. The usual procedure is to capture suitable specimens. Shapechange [Awareness] The ability of Shapechange is a very sophisticated form of Disguise. however. Zygon technology uses organic materials. Zygons have developed a body transference machine that allows them to adopt the physical form of any creature. Confident in their own superiority over other species. The specimens need to be held onboard the Zygon spaceship in the event that their body print fades. A Zygon’s fists inflict 2 Wounds. with the result that it resembles the creatures themselves: consoles have rubbery nodules as controls. preferably including key political figures. Zygon spaceships usually carry tanks containing Skarasen embryos.DOCTOR WHO — TIME LORD Their burbling. Zygons will use any tactics they feel are necessary. record their body prints and allow shapechanged Zygons to take their places. Because they are desperate to survive. can lead them to underestimate their opponents. and connections are usually in the form of suckers on long rubbery stalks. Weaknesses Zygons have no real physical weaknesses. Weapons A powerful electrical charge emitted from a Zygon’s fingertips is its only offensive weapon: it inflicts 4 Wounds and counts as a close-combat attack. Particularly advanced shapechanging techniques. Even a Zygon spaceship is partly organic. the Zygons seek new worlds to make habitable: they prefer warm wet climates. Armour Zygons have a tough hide. Their arrogance. sibilant voices sound menacing and betray the fact that Zygons are arrogant. amphibious dinosaur-like creatures whose lactic milk is a vital component of the Zygons’ life cycle. 105 .


Throughout his travels, the Doctor has met and made some enemies that have returned again and again, either to seek revenge for their defeats or simply by chance. These villains are characters in their own right that deserve careful role-playing by the referee. None of them would unnecessarily endanger themselves, and certainly would make the most of any opportunity to escape should events prove too dangerous for them. Referees who like to give their players a challenge could easily give one player the role of a villain. Such a player should co-operate with the referee as far as developing a plot goes, but should also improvise, creating deadly traps for the other players to fall into. Having a real villain, rather than letting the overstretched referee handle the task, will give players a real third party to negotiate with and outwit.

Apparent age: over 100 Species: Kaled Equipment: Armoured, mobile base (body Armour 9) Strength: 3, Cheat Death 3, Iron Constitution 2, Regenerative Powers 2 Control: 2, Sleight of Hand 2 Size: 4 Weight: 5 Move: 2 Knowledge: 7, Computing 2, Electronics 1, Engineering 1, Mathematics 1, Poisons 1, Pseudoscience 2, Robotics 2, Science 1 Determination: 7, Command 1, Gloating 1, Indomitable Will 2 Awareness: 2, Acute Hearing 2, Bureaucracy 2, Eloquence 3 The Kaled scientist Davros is responsible for one of the greatest evils ever to be inflicted on the universe: the Daleks. Originally created as simple engines of war to eliminate the Thals, the Kaleds’ rivals on the planet Skaro, the Daleks have gone on to terrorize the universe. Yet they are beaten time and time again by the Doctor; they even lose their centuries-long war with the Movellans, who develop a virus that is deadly to Daleks. It is the weaknesses of the Daleks that bring them back to Davros, who in turn needs the Daleks to satisfy his lust for power. Although Davros is a genius, he is clearly quite mad. But his madness makes him the most dangerous paranoid megalomaniac in the universe. He is determined to eliminate the weaknesses of the Daleks and bring his creations back under his control, and he has no compunction about killing or crippling people in the course of his scientific experiments. He is as ruthless and cruel as the Daleks, although he still has vestiges of benign emotions which enable him to manipulate other people through pity. The Daleks are now split into two factions: pure strain Daleks and Imperial Daleks. Pure strain Daleks are those created by Davros’s original genetic experiments; Imperial Daleks are the more advanced Daleks that Davros is currently experimenting on to produce the ultimate fighting machine. Mutants that Davros produces which are unsuitable as Daleks are rejected and consigned to the outside world to survive on their own. These mutants usually stay near to Davros’s laboratories, making fearsome guards. Davros rules the Imperial Daleks in the guise of the Emperor Dalek. A cripple, Davros was already confined to an armoured, self-powered chair before his creations turned on him. This base is like the bottom half of a Dalek, with black panels and silver hemispheres in rows on each slab. It contains his life-support system, communications equipment, and even a few dirty tricks to overcome enemies. As Emperor, Davros has simply topped this base with a broad dome, about 1.5 metres in diameter, with a single eye-stalk. The front of the dome can be lifted to reveal Davros himself. His wrinkled, brown-skinned and hairless head is surrounded by a cage of electrodes. In the centre of his forehead, suspended by the cranial cage, is a blue electronic eye which allows Davros to see: he is otherwise blind. His upper body is covered by a black, plastics tunic. One arm hangs uselessly by his side, the end disappearing into the top panel of his armoured chair; his right arm and hand control the switches and buttons. Davros’s voice is electronically augmented, and sounds like the harsh, metallic voice of a Dalek.

Davros has no offensive capability. The control panels of his armoured base, however, may conceal probes and drugs that can be used to bend the minds of people and Daleks to his will. Davros needs to be in the same area as his victim to strike with such weapons.


Davros’s armoured base is made of the same material as Dalek armour; it is equivalent to body armour offering protection of Armour 9. In his guise as Emperor Dalek, Davros has the equivalent of full Armour 9.

Like his creations, Davros is not very mobile. His upper body is vulnerable to aimed shots if it is not protected by the Emperor Dalek dome and counts as an unarmoured Size 6 target. Davros is aware of his weaknesses, however, and even resorts to using simulacra of himself to decoy attacks. The main control panel on his armoured base houses his life support controls. Anyone who learns of their existence and location can threaten to turn Davros off, in which case he becomes quite amenable to their demands.

Apparent age: late 30s Species: Human Equipment: Blaster (Wounds 6 on kill, Wounds 3 on stun), grenade (Wounds 7), Armour 5 body armour Strength: 5 Control: 4, Brawling 2, Lockpicking and Safecracking 1, Marksmanship 2, Stealth 2 Size: 3 Weight: 4 Move: 3, Piloting 1, Running 1 Knowledge: 5, Astrogation 2, Computing 1, Electronics 1, Engineering 1 Determination: 3, Independent Spirit 2 Awareness: 3, Bargaining 3, Gambling 1 Glitz, a small-time crook with small-time ambitions, is more a rogue who finds himself on the wrong side of the Doctor than a real enemy who is out for the Doctor’s blood or brain. Although he will co-operate when circumstances require teamwork, Glitz is always out for himself and constantly looks for opportunities to improve his wealth, health and general safety. If that means shooting or betraying someone, Glitz is happy to do so. If Glitz cannot negotiate a good deal for something he wants or win it in a game of chance, he will put his mind to stealing it. He has great confidence in his bargaining ability, even when opposed by obstinate or unwilling traders, and is sometimes too confident for his own good. Glitz will consider working for a patron — even someone like the Master — if he believes that he will gain in the end. He is not an idiot, though, and seldom trusts his patrons. Even the crew of his spaceship, The Nosferatu, are not worthy of his trust: he sold one particularly mutinous crew. In effect Glitz is a buccaneer of the space lanes, although he prefers to describe himself as a scholarly philanthropist. He is fond of using long words to confuse his minions and to make him appear more educated than they are. His rough background is betrayed, however, when he comes across objects of great value, to which his usual response is ‘Must be worth a lot of grotzits’ or ‘I can do you a deal on that.’ A native of the planet Cilostephus, in the constellation of Andromeda, Glitz has spent some time studying, as he might say, the architecture of rudimentary behavioural reform establishments: in other words, he has been in prison. The Nosferatu, Glitz’s spaceship, is any craft that Glitz happens to acquire on his travels. The Nosferatu 1 was destroyed on Ice World; The Nosferatu 2 was simply the commandeered vessel of Ice World’s late ruler, Kane. Glitz’s propensity for gambling and adventure means he is likely to lose and gain several spaceships, so his craft may not be immediately recognizable to the Doctor. Although Glitz is lazy and prefers his minions to do any hard work, he will take over when competence is required. He resents being pushed around by anyone, even if they have the authority and are in the right. A stocky, well-built man, Glitz wears swashbuckling attire: a loose-fitting, multi-coloured silk top, a studded leather shoulder-guard worn over his right shoulder, baggy black trousers and calf-length brown boots. His curly black hair is greying slightly, and his sideburns are fashioned into narrow bars. Glitz’s green eyes are mischievous and calculating. Although Glitz rarely works alone, he seldom works with the same people twice, usually because he has diddled them out of any promised remuneration. His crew typically consists of criminals like himself but without the brains for organized action. At the end of Trial of a Time Lord, Glitz left Ice World accompanied by the Doctor’s companion Mel, who was determined to change his criminal ways. In future encounters with Glitz it may be that Mel is present, probably still trying to reform him.


His blaster can be set to stun, inflicting 3 Wounds, or to kill, inflicting 6 Wounds. For contingencies, Glitz usually carries a small but powerful grenade which is concealed up one sleeve of his tunic. The grenade inflicts 7 Wounds to anyone in the same area when it explodes and 3 Wounds to anyone in an adjacent area.

Glitz wears virtually unnoticeable plastics fibre body armour beneath his tunic. Aimed attacks need to be made at his head or limbs to avoid hitting this protection, which is Armour 5.

Apparent age: early 40s Species: Gallifreyan Equipment: Tissue compression eliminator (Wounds 9, range 1 area), or a blaster (Wounds 6 on kill, Wounds 3 on stun) Strength: 4, Absorb Form 1, Cheat Death 3, Iron Constitution 2 Control: 5, Leaping 1, Martial Arts 1, Sense of Balance 1, Sleight of Hand 1, Stealth 2, Thrown Weapons 1 Size: 3 Weight: 4 Move: 3, Driving 1, Piloting 1, Running 1 Knowledge: 6, Astrogation 1, Computing 2, Electronics 2, Explosives 2, First Aid 2, Law 2, MacGuffin 2, Mechanics 1, Medicine 2, Occult 2, Pseudoscience 1, Science 2, TARDIS 2, Temporal Science 2 Determination: 7, Command 1, Gloating 2, Hypnotism 1 Awareness: 4, Acting 2, Con 3, Disguise 3, Eloquence 2, Striking Appearance 2 The Master and the Doctor are contemporaries, rival Time Lords from their student days at the Academy on Gallifrey. Although the Master is also a renegade, he is dedicated to creating chaos and destruction throughout the universe, sometimes just for the fun of it. At the same time he seeks power over others. Once friends, the Doctor and he are now the bitterest of enemies: the Master is determined to kill the Doctor and lays deadly traps through space and time to attain this objective. No trick is too low for the cunning Master. He will threaten and endanger the lives of innocents and enlist the help of the most dangerous aliens in the universe if he believes it will give him power. The Master has even resorted to working with the Daleks. He is an ally of dubious worth, however, as he is always out for his own good, and will betray his allies if it is expedient to do so. Charm and subtlety are the two main weapons of the Master. He is devilishly charismatic, disarmingly polite and well-dressed, enabling him to sway people to his way of thinking by simple argument and strength of personality. If gentle persuasion does not work, he uses hypnotism; if that fails he resorts to anger, threats and abuse. It is in failure that the Master’s megalomaniac personality comes forth, although he is quick to suppress any outbursts of temper. The Master’s plans, however, are seldom straightforward. He uses a devious selection of traps to snare the unwary or to ensure he has time to escape when his plans go wrong. His quest for power leads him to investigate powerful civilizations in attempts to learn their secrets. The Master will use the superstitions and beliefs of a people against them while manipulating their technology. Yet he sometimes underestimates both the resolve of the people and the power of their technology, ending up with nothing. He is a formidable expert at disguise, using rubber masks to hide his true appearance and deceive his enemies. Unlike the Doctor, the Master no longer has the power of regeneration because he has reached the end of his natural life cycle. By force of will and hatred for the Time Lords and the Doctor, however, the Master kept his decaying thirteenth incarnation alive long enough to absorb body of Consul Tremas of Traken, whose form he now adopts. The Master has dark, short swept-back hair, a pointed beard and moustache, and blue eyes and dark, brooding eyebrows. He wears a simple black jacket and trousers, with an ornate collar that is embroidered with silver in a diamond pattern. He wears black gloves.

The Master’s deadliest weapon is the tissue compression eliminator, which looks like a black rod about 4 centimetres in diameter and 25 centimetres long. It is equivalent to a blaster that inflicts 9 Wounds but has a range of only one area; if it kills its target, that person is shrunk to one sixth of his height and weight. The discovery of the doll-like remains of this weapon’s victims is a sure sign that the Master is around. Sometimes the Master will use an ordinary blaster that inflicts 6 Wounds on kill and 3 Wounds on stun. He also has recourse to a variety of explosive traps and electronic gimmicks.


TARDIS 2. historical losers who he believes have a better culture and deserve to survive rather than perish at the hands of a crasser people. to forestall the Viking invasion fleet that left King Harold’s forces to exhausted to beat off the Normans in 1066. nor does he wear armour. completely unconnected with main events. Stealth 2 Size: 4 Weight: 4 Move: 3.DOCTOR WHO — TIME LORD Absorb Form [Strength] If the Master’s body fails him. is a mischief-maker and interferes with the proper course of events on planets in his attempts to improve history. allowing the time and space machine to fit in with its surroundings. Blunt Weapons 2. cheerful face. Science 2. his motives and plans are sometimes transparently obvious. slightly greying hair. the Monk dresses in a brown habit and round cap. Running 1 Knowledge: 6. bringing technological fire to its people. Intuition 1 Like the Doctor. too. The Monk. when his schemes are running smoothly. just a misguided one. Yet he behaves childishly and sulks when his plans are balked. the Monk is careless. Electronics 2. a disguise that allows him to pass freely through the primitive societies which he seeks to enlighten. The Monk is not an evil character. He is quite jovial. Only the Doctor’s timely intervention thwarted the Monk’s plan. Astrogation 2. and incredibly pleased with himself. Medicine 2. He also champions the underdogs. It was his intention. 109 . brown. MacGuffin 1. it is possible to find modern kitchen equipment and power lines. he must then beat the Determination of the host’s mind using his Determination in order to control both mind and body. Iron Constitution 2. the Monk has a habit of accidentally leaving anachronistic clues to his presence. from gramophone records for sound effects to atomic cannons to destroy his enemies. The Monk believes that technology should be given to primitive societies so they can improve their lot in life. he can attempt to absorb the body of another. The Monk will use any technological aid he can to further his plans. Most of the time. Pseudoscience 1. and may well turn up as a third party in an adventure. who has twice stranded him. He must first beat the difference between his total Absorb Form ability and the target’s Strength to physically take over. Weapons The Monk is not normally armed. First Aid 2. He has a round. the Monk carelessly leaves objects outside it: in his secluded base. Gloating 2 Awareness: 4. Cheat Death 3. History 2. Although he is a clever and devious schemer. Con 2. Very much into creature comforts. Although his TARDIS’s chameleon circuit works. Acting 2. however. He is a collector. for example. although his TARDIS usually has stocks of weapons from all times. He longs to get revenge on the Doctor. He is quite handy with improvised blunt weapons. Regenerative Powers 3 Control: 4. Robotics 1. If he succeeds. He is the Prometheus of the cosmos. THE MEDDLING MONK Apparent age: late 40s Species: Gallifreyan Equipment: None Strength: 3. Temporal Science 1 Determination: 5. the Meddling Monk is a renegade Time Lord who cannot abide the restrictive practices of his people. Disguise 2. hoarding trophies in his TARDIS that have been taken from all periods and places in time and space. and green eyes.

means that the Doctor often fails to recognize her and only too late realizes who he is up against. TARDIS 2. She also uses chemicals and drugs rather than mental powers such as hypnotism to ensure obedience. The Rani uses stealth and subtlety to achieve her objectives. These typically take the form of mines detonated by trip wires. Disguise 3. Indomitable Will 1 Awareness: 4. Weapons The Rani does not habitually carry a weapon unless she believes her victim is going to resist. Pseudoscience 1. sparkly tunic. nor does she wear armour. Out of her disguises. Running 1 Knowledge: 7. Command 1. Long. and seldom tries to be too clever for her own good. On her left wrist she wears a broad. Striking Appearance 2 The Rani is an exceptionally talented Time Lord whose main talent is neurochemistry. metallo-plastic bracelet which provides audiovisual communication with her minions and spy cameras. however. Human beings are a particularly rich source of raw materials for her experiments: the Doctor has said she regards people only as walking heaps of chemicals. Although the Doctor has ruined her experiments in the past. Con 3. Stealth 2 Size: 3 Weight: 4 Move: 3. Medicine 1. the subject’s mind becomes receptive to the commands of the Rani. Usually she relies on an impressive arsenal of traps to protect her base or to stop captives escaping. Her completely unethical approach to her experiments. She typically wears futuristic clothing: a crimson. Electronics 1. Temporal Science 2 Determination: 6. resulted in the Time Lords banishing her from Gallifrey. Regenerative Powers 3 Control: 4. Mathematics 1. Brawling 2. such side effects are not enough to make her abandon her experiments. Gloating 2. and she seeks him out only when his talents are necessary to success. In such events she carries a small blaster that inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. are usually elaborate. making them subservient to the Rani’s will. Wounds 3 on stun). Her TARDIS is a monument to her genius: inside. The mines inflict 10 Wounds to anyone in the same area who treads on them: anyone who enters the same area as a mine will be blown up unless they can beat the difference between their Awareness and the difficulty of spotting the mine (its Size of 6). The grubs she impregnates with mind-controlling drugs and feed to her potential slaves suppress the Determination of their host. First Aid 2. Her traps. Her heart-shaped face has high cheekbones. preserved or dormant specimens of creatures are displayed like ornaments in glass containers. It does not matter to her whether the drugs cause pain or death. Iron Constitution 2. The Doctor is merely a brilliant tool for her to use to further her experiments. Acting 2. she considers herself above the need for petty feuding. The poison does not injure its target. The drug is equivalent to a Wounds 4 fast-acting poison: if it beats the difference between its Wounds and the target’s Strength. as well as operating scientific apparatus.DOCTOR WHO — TIME LORD THE RANI Apparent age: mid 40s Species: Gallifreyan Equipment: Blaster (Wounds 6 on kill. Science 1. her eyes are a chilling blue-grey. Explosives 2. the Rani is a strikingly attractive and imperious woman. she is also an outstanding genetic engineer. Cheat Death 3. crimson trousers and red-leather mid-length boots. Poisons 1. Escapology 1. MacGuffin 1. Sleight of Hand 1. Computing 1. brunette hair tumbles down over her shoulders and back. communications bracelet Strength: 4. but the total Wounds it inflicts is the difficulty that the person has to beat to recover from the drug and throw off the Rani’s control. however. Her great talent for disguise. and she is forced to experiment wherever she can temporarily set up a base. however. Robotics 1. 110 .

The Mentors are skilled traders in the universe’s commodities who are rarely on the losing side of a deal. Bureaucracy 2. Sil is a devious and deviant schemer who is as repugnant in nature as he is in appearance. they are just small creatures making big business. Bargaining 3. Weapons Sil is not armed: he relies on his guards to protect him. Sil has a particular dislike of the Doctor’s assistant Peri. and its teeth are sharpened to points. however. skin counts as full Armour 3 Strength: 3. They will hide the true worth of a resource if it means they can pay a lower price for it: their goal is to obtain maximum profits. The Mentors are green-skinned and about 1 metre long. Cheat Death 2 Control: 2 Size: 5 Weight: 3 Move: 1. His human bodyguards are treated as little better than slaves: they carry out strong-arm work as well as mundane tasks such as spraying Sil with the water that he needs to prevent his skin from drying out. The Mentors employ drugged and obedient human guards to protect them and to carry the palanquins in which they ride. a highly intelligent slug-like species from the planet Thoros Beta. armed with blasters that inflict 6 Wounds on kill and 3 Wounds on stun. open-faced helmets that count as partial Armour 5. who he considers is particularly repulsive. Law 2. Armour Sil’s slimy green skin is equivalent to full Armour 3. Gloating 3 Awareness: 4. Sil. 111 . has been corrupted by the power that his trading position provides and is decidedly decadent. Mathematics 2. By human standards a Mentor is repulsive to look at: although its face has human features. translation box. but instead of legs they have a tapering. Although they have adapted to life on land. they wear metal. he would suffer a more crushing defeat. They are far future soldiers. Despite his overt love of painful entertainment. Sil is a fawning coward who seeks only to gain favour in his employer’s eyes. the eyes are large and bulging. His voice gurgles and splutters words. A bony crest surmounts the head. Computing 2. they are not particularly mobile and need human assistance to move freely. and is paranoid that one of its rivals will usurp his company’s position as an exploiter of valuable resources. Weaknesses Physically. They have well-muscled chests and arms. even at the expense and hardship of others. segmented tail. and a loose. Poison 1 Determination: 4.DOCTOR WHO — TIME LORD SIL Apparent age: indeterminable Species: Mentor Equipment: Tub of marshmallow slime. especially if it is a member of the ugly human race that is suffering. He relishes the pain of others and delights in their torture. Not all of the Mentors are as corrupt and distasteful as Sil. Swimming 3 Knowledge: 6. Con 1 Sil is a particularly sadistic member of the Mentors. slimy frill of skin surrounds the neck and spreads over a Mentor’s shoulders. To him. Yet he is backed by the weight of the Galatron Mining Corporation. Command 2. often incoherently owing to a fault in the translation box he wears on his left breast. one of the main trading companies of Thoros Beta. Mentors are naturally creatures of the sea. if the corporation’s faith in Sil were destroyed. He works for the Galatron Mining Corporation. another’s distress is an opportunity for entertainment. Sil is far from a threat and could be easily destroyed.

others can apply it to only certain types of terrain. Bicycle Strength: 4. for example. Weight: 6. typically used to push objects out the way or tow other vehicles out of trouble. Damage Resistance 1. At tactical level during action turns. Light aircraft Strength: 6. Any attack that puts a vehicle out of action does not necessarily destroy the vehicle: it usually indicates that a vital component has been damaged and must be repaired or replaced. far future cars that use repulser fields to keep them off the ground. or vice versa. Size: 4. The Piloting ability is essential to be able to fly a light aircraft. however. Helicopters can hover in the air and do not 112 . it must be remembered that they are permanently in difficulty 2 terrain. In TIME LORD. it is unlikely that a vehicle will ever be used at its full speed. to do stunts or manoeuvres. Damage Resistance 2. Damage Resistance 1. the number of areas it moves is the number of Wounds it inflicts on a target. the abilities of different types of vehicles are important only in chase scenes. Size: 2. If he has to control the vehicle. which has a difficulty of more than 1. Rough Terrain [Move] Rough Terrain is the ability of vehicles to move easily over terrain. it also has to resist this using its Strength so that it is not put out of action. treat all terrain as difficulty 1. his Move plus any relevant special ability is used. Damage Resistance 1. have tracks or broad tyres that allow them to travel more easily over certain types of terrain. so the Move ability of each type of transport is only its speed relative to other means of transport. Although it may appear that boats can travel as fast as cars. Car Strength: 6. Size: 2. such as mud or shingle beaches. Size: 2. the Rough Terrain ability is added to a vehicle’s Move to determine its total ability which is matched against the difficulty of the terrain. Move: 6 The Brigadier uses a two-man helicopter quickly to get to crisis areas. The are like mobile areas. however. Some vehicles have the ability to resist damage better than others: such vehicles have the special ability of Damage Resistance. Move: 6 Cars are the predominant form of transport on twentieth and twenty-first century Earth. Bicycles can usually be found propped against lampposts in town and city streets during the twentieth century on Earth. Move: 4 A pedal bike is an emergency item of transport for one person. called Rough Terrain. Damage Resistance would be used to protect a car in a crash. Such vehicles have an additional ability. Weight: 6. when it is important to work out whether the bad guys close on the Doctor and his companions. or to withstand gunfire. A driver or rider with a Move special ability such as Driving adds this to the Move of the vehicle to determine how far it can move each action turn. Some vehicles. Move: 6 Light aircraft typically carry from one to four people: the category loosely covers prop-planes such as First World War biplanes. able to hold five people and still allow them to use certain abilities. Weight: 3. Mechanical vehicles have Strength abilities that indicate their motive power. Tiger Moths and Cessnas. A light aircraft must travel at least four areas a turn otherwise it stalls and may crash. Air cars. Vehicles are subject to the same terrain difficulties that affect characters. whether it was to chase people. escape from them or just for everyday travel. To regain of a stalled aircraft the pilot must beat the difference between his Piloting ability and a difficulty of 6. Damage Resistance [Strength] This ability allows an inanimate object to withstand impacts and attacks owing to its construction or component materials. The ability acts as a type of Armour: any Wounds inflicted that do not beat the Damage Resistance count as superficial damage and do not count against the total that puts the vehicle out of action. An attack directed at a vehicle has to overcome its Strength to put it out of action. Helicopter Strength: 6. In all cases. Weight: 6. Some vehicles can apply this to all such terrain.DOCTOR WHO — TIME LORD TRANSPORT The third Doctor was particularly fond of flashy or gimmicky means of transport. When used as a fast-moving ram.

Motor boats have a Move of only 6 because they are. Size: 3. Rough Terrain (land only) 2 UNIT troops favour these durable. and therefore might carry anything from tea chests to troops. Move: 5 Largely suitable for rivers and inshore work. but Size 1. however. Knowledge: 1. Size: 2. Weight: 7. Move: 5. Weight: 5. Weight: 5. equivalent to one area of space. Size: 4. be used to ram targets otherwise they crash! The Piloting ability is essential to be able to fly a helicopter. powerful and fast. Horses will also instinctively react to an attack against them by lashing out with their hoofs. These small. rough terrain vehicles and use them to transport personnel and equipment. they automatically slow down and travel in a circle. Jet bike Strength: 4. in effect. It conveys an advantage to its rider in combat: the rider’s Defence is increased by 1. A Land Rover can easily transport six people. Size: 2. Motor bike Strength: 5. rowing boats are a slow and cumbersome form of transport. Damage Resistance 2. Damage Resistance 2. Size: 2. motor bikes are the sexiest form of transport that a companion can hope to drive. Horse Strength: 5. Lorry Strength: 7. Move: 6 Jet bikes are the waterborne equivalent of motor scooters. Rowing boat Strength: 2. Rough Terrain 3 Hovercraft use a cushion of air to float above the ground or water. Move: 4. enabling the rider to swim over and remount. Weight 7). Move: 6 Lorries are used to convey large quantities of materials or men. Control: 4. Damage Resistance 1. Land Rover Strength: 6. is recommended. Damage Resistance 2. They cannot. the horse is typically used by primitive societies. Speed boat Strength: 3. such as a plastics fibre helmet and soft leather clothes. Weight: 5. Weight: 5. if the rider falls off. Move: 6 Small. 113 . manoeuvrable craft propel themselves along using jets of water. Hovercraft Strength: 6. Damage Resistance 2. Weight: 5. rowing boats with outboard motors. They are typically equivalent to two or three areas in size. Weight: 6.DOCTOR WHO — TIME LORD have to move each action turn they are airborne. The category includes punts and canoes. Size: 1. Move: 7 Speed boats are the nippiest form of waterborne transport in TIME LORD and just the thing to use to chase or escape from villains. Damage Resistance 1. Damage Resistance 2. Move: 6. Protective gear. They can range in size from tiny one-man or two-men craft (use the above abilities) to passenger vessels (as above. Size: 2. Tricycle versions with balloon tyres are available: these vehicles have the additional ability of Rough Terrain (land) 1. Awareness: 3 Used as a beast of burden and a means of making men more mobile. Their advantage is their carrying capacity. Determination: 2. inflicting 5 Wounds. Size: 2. Weight: 5.

Officers additionally wear a silver-coloured breastplate to denote their rank. the weaker one will be subjected to the reality imposed by the other. are the undoubted masters of time travel in the DOCTOR WHO universe. life is very much devoted to introspective studies at the Academy. If they intercede it is only to correct an abuse of the laws of time. A Time Lord can be connected to the matrix. a great force field that protects Gallifrey from attack. who become renegades: the Doctor. Mason’s temporal analysis compares it to an elastic membrane that will yield if pushed. yet even they do not understand all of its intricacies. and the Coronet of Rassilon. the ruling elite of the planet of Gallifrey. other Time Lords have left the Citadel to become close to nature. a low-powered blaster that inflicts 6 Wounds on kill and 3 Wounds on stun. His badges of office are the Sash of Rassilon. red trousers tucked into red leather boots. The effect is to propel the affected sector of space and time back to the point at which interference began: time. Within the Citadel. the Rod of Rassilon. Gallifrey’s centre of learning. The High Council consists of the president. an ornate. an oval gold medallion on a chain. It is the electronic memory used to record and preserve the experiences of all Time Lords. however. Each guard is armed with a staser. The amplified panatropic computations network. Blinovitch’s limitation effect is a simple observation that it proves impossible to keep going back to the same point in time in order to have a second. the city of the Time Lords. with traumatic consequences. The Academy comprises three colleges — Prydon. but it is suspected that extreme ageing of those alien to the time and space would occur — a fatal effect over a period of several centuries! It is possible extensively to deform the temporal membrane only by pushing against different parts of it. castellan and the cardinals of Gallifrey’s Academy. The chancellor is. Gallifreyan society has stagnated. they do so in TARDISes. which enables the wearer to gain access to the matrix. TIME AND TIME TRAVEL Time is a flexible medium. Arcalia and Patrex — at which young Time Lords receive a thorough education into the history and nature of the universe. the Master and the Meddling Monk are among those that wander through time and space.DOCTOR WHO — TIME LORD TIME LORDS AND TIME TRAVEL The Time Lords. but even then they prefer to use a free agent. The first law of time simply states that no one should be allowed to meet themselves. chancellor. in effect. A strict policy of non-interference in the affairs of the universe has turned the Time Lords from innovators into mere observers and preservers of the balance of time. it contains details and the mind prints of every Time Lord except those. such as the Doctor. in effect spreading the load. the president’s conscience. The law has been broken on several occasions: the Doctor has been permitted by the Time Lords to meet other incarnations of himself. if more than one mind is connected at a time. their own regulations about what can and cannot be done to the fabric of time and space. which is led by the president. If they travel. Academic life. typifies Time Lord stagnation. commonly known as the matrix. and red dome-shaped helmets. third or even fourth attempt at getting something right or averting a cata- 114 . Great pioneers such as Rassilon and Omega have mastered elements of it and passed on the benefits of their knowledge and achievements to their successors. the Time Lords have established themselves as invigilators of the laws of time. He is also responsible for the maintenance of the transduction barrier. which allows access to the energies of the black hole that provides Gallifrey with its power. who has the forces of the Citadel Guard at his disposal as well as an extensive network of surveillance cameras. The most important regulations governing time travel are the first and second laws of time and the Blinovitch limitation effect. A section of the Citadel Guard is under the direct control of the president. is anathema to some Time Lords. but will spring back once its limits are reached to return to equilibrium. Citadel Guards are distinctively dressed in red tunics trimmed with white. is also a personal force field (Strength 10) that can be extended to protect one other person next to the chancellor. Headed by the High Council of Time Lords. Security is the main concern of the castellan. who are clever enough to erase their patterns. The president is the figurehead of Gallifreyan society and has wide-ranging powers. white cloaks. Armed with this knowledge. the Brigadier met himself in Mawdryn Undead. and prefer to live rough in the wilds of Gallifrey. The chancellor’s badge of office. allowing him to enter it as a virtual reality. Instead they vigorously police time travel to put a stop to infringements of the laws of time. in a way he is more powerful because he sees that the president’s wishes are fulfilled. and part of the reason why the Time Lords seldom do so is out of a sense of responsibility. such as the Master. quite simply. sophisticated time machines that are virtually self-sufficient micro-universes. He secretly guards the Great Key of Rassilon from the president so that the powers of Rassilon can never again be wielded by one individual. to do their dirty work. wide segmented band of gold-coloured metal reputedly with the power to protect its wearer against even a black hole. It would be easy to abuse the ability to travel freely in time. catches up with the meddlers. The consequences of becoming caught in the temporal inrush are a matter of conjecture.

and until then is dependent on them. however. the journey is rarely important except when scenes relating to an adventure need to take place. penetrating every room. his meddling only resulted in even more bizarrely out of place forms. 115 . and it is from there that the adventure continues. perhaps on the verge of breaking up or entering an area where conditions are so hostile that the ship would be destroyed. Originating from the cloisters. through two ordinary-looking doors. the second law of time states that no one can interfere with their time line. Although the Doctor has made an attempt at repairing the chameleon circuit of his TARDIS. to take advantage of new components or to repair damage caused by circuit fires or even blaster damage. sloping-topped console that surrounds the time rotor in the main control room. going back to kill his father at a time before the traveller was born. the point at which the TARDIS is going to arrive is often known in advance. Each TARDIS has built-in controls that prevent the abuse of the first and second laws of time and take evasive action to another time and space should the Blinovitch limitation effect begin. This prevents a time traveller. the TARDIS is far larger than its external appearance suggests: it transcends the three primary dimensions of the universe. although he can be sometimes be panicked into believing otherwise. or ‘borrowing’ as he would say. his ship remains in the form appropriate to England in the 1960s. Cloister bell The deep. time travellers can come and go as they please in space and time according to Mason’s temporal analysis. If he were to do so. After all. Beyond the console room. A TARDIS materializing on a public beach in Edwardian times might appear as a bathing machine. It combines with the first law of time to prevent temporal mishaps. however. It first manifests as temporal and spatial displacement from the intended time zone. the TARDIS looks like an English police telephone box from Earth during the 1960s. a slight incompatibility between circuits means it is unlikely that parts from one type of TARDIS can be safely replaced by those from another model. the Time Lords devised a means of disguising them. In appearance. the measure of relative continuity. the cloisters is a tranquil area that resembles its monastic equivalent on Earth. TARDIS FEATURES Chameleon circuit The Doctor’s TARDIS resembles a police box only because of a fault in the chameleon circuit. is not instantaneous. however. In TIME LORD. Inside. therefore. it from Gallifrey many centuries ago: the model is now obsolete and considered a museum piece. resounding knell of the cloister bell is a warning that the TARDIS is in great danger. and will need to eat. Close up. Time travel. it is apparent that the wooden lock-up is more than it seems: it hums discernibly. in order to think clearly about a problem. The TARDIS’s doors open into the console room. Occupants of a time machine will notice the passage of time as normal. lies the rest of the Doctor’s time machine: a confusing maze of corridors and chambers that even the Doctor has been known to get lost in. and in its ultimate form becomes a time loop. exists in another dimension: only part of the time machine materializes when it lands. then logically he would never have existed and his father could not be killed by his hand. say. Each incarnation of the Doctor has modified the console in some way. The chameleon circuit analyses the surroundings of the TARDIS just before the ship materializes and picks an outward form that blends in. the Doctor’s type 40 is probably the only one that characters will encounter. The Doctor obtained his TARDIS only by stealing. In addition. For added safety. although slightly more advanced. Most of the TARDIS. According to the Doctor. the location of the time ship’s main controls. Anyone’s time line diverges from their ancestors’ time lines only at the point of birth. the hostile action displacement system (HADS) or the TARDIS force field can be activated. the sound of the bell reverberates through the ship. the TARDIS is virtually indestructible. TARDISes ordinarily look like silver-grey metallic boxes but because this makes them conspicuous.DOCTOR WHO — TIME LORD strophe. Cloisters Finished in carefully worked and carved grey stone over which climbing plants grow. however. even changing its appearance. in a Saxon church it might appear as a crudely carved altar or column. The Doctor sometimes retreats to the cloisters. THE TARDIS Although the Time Lords have created many models of TARDIS. sitting himself on one of the stone benches or pacing up and down. TARDISes used by the Master and the Rani are largely similar. Control console Most of the TARDIS’s functions are controlled from the hexagonal. rest and keep themselves occupied on their journey. The second law of time prevents discontinuity in a person’s time line and avoids paradoxes. giving away the fact that there is a powerful source of energy beneath its battered blue exterior. Within these limits.

Moving clockwise. Force field The TARDIS has a variable strength force field that can be used to keep enemies at bay. Each Doctor tends to decorate with control room with different objects: the first Doctor favoured ornaments. At its lowest level it is equivalent to Strength 10. 116 . Its main feature is the control console which is set in the centre of the room. the inside of the TARDIS would shrink so that its rooms resembled those of a doll’s house. with circular mouldings. the TARDIS is suspended in space and time. Panel five provides readouts of external and internal environmental conditions. he spent much time tinkering with it in order to escape from the planet. houses the basic navigation and steering controls. It contains advanced navigational controls that are required in exceptional circumstances only and the TARDIS’s defensive controls. Panel one. It provides a power outlet for equipment to be used in the control room or a short distance outside the TARDIS. concealing electronic circuits and lights. Door lock Once protected by a number of anti-tampering devices. Panel four houses the terminal that gives access to the TARDIS’s computer and databanks. Although the food is tasty and filling. Access to circuits to carry out repairs is obtained by prising off the control panels or by removing the panels on the pedestal that supports the console. as well as the room controls. Dematerialization circuit Without a working dematerialization circuit. It is from here that the Doctor sets a course for the TARDIS and initializes dematerialization and materialization. Near the TARDIS’s doors. located in a room near to the control room. about 30 centimetres across. Dimensional stabilizer The dimensional stabilizer maintains the spatial relationship of the inside and the outside of the TARDIS. the TARDIS cannot travel anywhere. viewed from above. by entering the type of food required into the dispenser’s computer. The Doctor has removed other forms of security owing to the risk of sealing the TARDIS for ever. many companions not surprisingly long for proper Earth meals complete with all the trimmings.DOCTOR WHO — TIME LORD The six trapezoidal panels each house controls for different aspects of the TARDIS’s operation. life support and lighting controls. Panel six indicates the power status of the TARDIS and is used to bring in auxiliary power from generators and batteries. The Time Lords disabled this circuit when they exiled the Doctor to Earth. the switch can be disabled to prevent its unauthorized use. provided it is activated. such as clocks. The force field generator is located in the pedestal section of the control console and can be detached for use outside the TARDIS. on pedestals and even a comfortable armchair. Failsafe switch Located away from the main control room. Until the switch is reactivated. panel two houses the switch that opens and closes the TARDIS’s doors and the controls for the scanner. including radiation. Without it. concentrated food can be contained from the TARDIS’s food dispenser. a hatstand is practically positioned to keep hats and cloaks for expeditions outside. its maximum depends on the energy available from the TARDIS’s generators. the lock on the outside of the TARDIS door can be opened only by a specially coded key. Food dispenser Nutritious. the failsafe switch stabilizes the TARDIS in space and time so that it may neither materialize nor dematerialize. humidity and oxygen levels. Panel three houses the communications. The dispenser also issues water in small plastic bags. Cream-coloured plastics panels cover the walls. preventing both entry and egress. nearest the TARDIS doors. The force field surrounds the TARDIS at a distance of about one metre. The food resembles the concentrated rations used by astronauts from twentieth century Earth during the planet’s first space age. Control room The control room is the first room that anyone enters when stepping into the TARDIS.

was partly a bioelectronics lab! The layout. 117 . its complex crystalline coding is unique and attuned to the body prints of the Doctor and whichever companions he decides are trustworthy enough to be allowed free access to the TARDIS. and the controls allow rooms to be jettisoned. Time rotor The time rotor at the centre of the control console rises and falls as the TARDIS travels through time and space. The Doctor. which resembles Victorian ironwork. TARDIS key Although the key to the TARDIS looks no more complicated than a front-door key. making use of its therapeutic properties. the time rotor is motionless. Zero room The zero room isolates its inhabitants from the forces of the universe. tends not to activate this safeguard. It is connected to externally mounted detection equipment. Swimming pool The swimming pool is the main feature of a villa-style courtyard that is decorated with white pillars and urns. It has no pretences of advanced technology: ancient scientific apparatus mingles with new and futuristic equipment. Companions’ rooms are typically full of souvenirs from their travels or equipment for their hobbies: Nyssa’s room. unless the Doctor remembers to program their features. The key and lock can be reprogrammed from the main control console. While the ship is stationary. The HADS circuit detects the build up and imminent release of energy. however. however. New chambers usually show the basic structure of the TARDIS. for example. Workshop Deep in the TARDIS is a scientific workshop where the Doctor has the facilities to build and repair electronic and mechanical equipment. Rooms Each companion is assigned his own room in the TARDIS. and triggers the dematerialization circuit so that the TARDIS makes a short spatial journey. allowing them more easily to attain a peaceful state. Artificial sunlight makes the courtyard bright and pleasant — an ideal place to relax. There is an abundance of plant life in this area: climbing plants creep up the pillars and over stone balconies. Storerooms Among the many chambers of the TARDIS are vast storerooms that contain essential supplies and materials necessary to the upkeep of both the TARDIS and its inhabitants. Scanner A large television screen suspended in the wall of the control room provides an image of the location corresponding to the temporal and spatial coordinates of the TARDIS. The Doctor needed to use the zero room to settle into his fifth incarnation. the urns contain more formal arrangements. the Doctor can issue a spare key to his companions.DOCTOR WHO — TIME LORD Hostile action displacement system (HADS) HADS protects the TARDIS against attack by dematerializing it and rematerializing the ship a safe distance away. The list of their contents was once kept in the TARDIS’s databanks. Particular emergencies may make it necessary to shed part of the TARDIS’s internal structure. type and number of rooms in the TARDIS can be controlled from the main control console. but the Doctor’s poor bookkeeping means that this information is far from up to date — perhaps as much as five centuries old! — and may well be inaccurate about the location of equipment. but he dislikes the risk this entails: his enemies might one day prove clever enough to use a companion and the key to steal his ship. which he is allowed to personalize. mainly because it can make the TARDIS difficult to find and reach. If necessary.

smile if someone takes your picture. black holes exert a strong gravitational pull from which matter and even light cannot escape. Camera A handy method of making visual records of events and people. however. They demonstrate that the evolutionary prospects of an adding machine are limited. The following extracts are should prove particularly useful to prospective companions. The helmets can be worn on their own. Computers are infuriatingly obstinate. Companions are useful as early warning systems. It is also known as Terra or Sol 3 and is subject to constant invasions by aliens which know a good thing when they see it. Earth Earth is a pleasant green planet with blue oceans which is favoured by the Doctor. antimatter explodes violently in contact with the stuff of the normal universe.DOCTOR WHO — TIME LORD A 500-YEAR DIARY The Doctor occasionally records details of his adventures and the creatures and objects he encounters on them in his 500-year diary. with or without visors. hand-sized bomb inflicts 10 Wounds against targets in its primary zone of effect and 5 Wounds to those in its secondary zone of effect. but liable to blow a few circuits at the slightest logical conundrum. to provide a suitable and breathable atmosphere. The air supply. The eye is the heart of a black hole that was entered by the Gallifreyan temporal engineer and architect known as Rassilon. and one of the few weapons that is guaranteed to be effective against Dalek armour.’ says the Doctor in The Invasion . as in Invasion of the Dinosaurs. It is fitted with inertia brakes that allow instant deceleration. bright yellow open-topped car driven by the Doctor while on Earth. a remote control that allows the Doctor to control it from a distance. A small. Dalekanium A highly effective explosive developed by the Daleks. is limited. Cricket ball A cricket ball is an indispensable piece of equipment. Time Lord technology relies on the balancing of the forces of a black hole with the planet of Gallifrey. 118 . Black hole Gateways to the universe of antimatter. Often unappreciated by its inhabitants. and an anti-theft force field that restrains potential car thieves. The aliens probably have the right idea. Earth is destined to end up as a ball of chemical goo unless mankind can change its ways. which is achieved through the Eye of Harmony. It can be thrown at control panels to deactivate automatic security systems. and may run out through prolonged use. where photographs alerted the Brigadier to the presence of Doctor John Smith and Sarah Jane Smith. Environmental helmets The TARDIS is equipped with a number of environmental helmets that usually form part of a space suit. or bounced off a spaceship to use the momentum to rescue a spacewalker whose safety line has snapped or been cut. Companion A guaranteed source of trouble that either gets in the way of experiments. Computers ‘I hate computers and refuse to be bullied by them. Often used by the military to identify criminals. Whatever the circumstance. Antimatter A safe enough material in its own universe. they scream loudly should anything dangerous approach. It can be used only in containment vessels which constantly shift the structure of the containing material so that matter and antimatter never meet. Bessie A veteran. gets captured or gets lost.

The thorn itself inflicts zero Wounds for the purposes of overcoming armour. The gravitron exerts huge gravitational forces on the Earth. emotionless or violent monsters such as the Daleks. As a general rule. who cannot look or travel beyond their own solar system. Leela survived an attack by a janis thorn only because the Doctor was able quickly to synthesize an antidote. such as bomb detonators. or Exo-space as it is also called. only it exists in negative coordinates. I’m the Doctor. or his companions need help to find the TARDIS. Laser cutter A laser cutter is a high-precision instrument for delicate surgery on electronic circuits and components. however. the janis thorn releases a Wounds 5 fast-acting poison that attacks once every two action turns. are probably working on life support systems that do not seize up in the presence of this metal. Jelly babies ‘Hallo.DOCTOR WHO — TIME LORD E-space E-space. The Earth confections are a prop used to gain time or favour: only cruel. the second Romana chose to remain there. resulting eventually in death. 119 . It can also be used for imprecise surgery on electronic components. Force field A force field is a focused barrier of energy that is largely impervious to physical attacks. it completely protects anything beyond it. inflicting 4 Wounds. comes form E-space. Gravitron Weather on the planet Earth is controlled in the twenty-first and twenty-second centuries by a gravitron based on the Moon. The Strength of a force field is the difficulty that a character must beat to get through: a typical force field has a Strength of 10. The Doctor frowns upon the use of such a dangerous weapon. It is still useful to appease black marketeers or mercenaries. Yetis and so on could resist. Homing device Sometimes the Doctor’s ‘infallible’ sense of direction fails him. a mutated Alzarian. which frequently overload their circuits. Jelly babies increase the Doctor’s Awareness by 1 if he uses them to charm his way into people’s favour. Timed fuses are essential to use explosives safely: a minimum detonation time of two action turns is recommended for everyone to clear the area of effect. Cybermen.’ is the Doctor’s usual disarming approach to security guards and wouldbe rulers of the universe. In such cases a hand-held homing device from the TARDIS’s storeroom can be used to indicate the rough direction to the TARDIS. It is like the normal universe. If at any time the poison overcomes a victim’s Strength. Stabbed into the exposed flesh of a victim. the metal is conveniently worn as jewellery by many companions. The electromagnetic forces it creates can be used to repel attacks against the Moonbase itself by overriding the safety cutouts. ending her travels with the Doctor. it immediately paralyses its victim. manipulating the natural weather patterns. Fuses A plentiful supply of electrical fuses is needed for the Doctor’s MacGuffins. for which the Edged Weapons ability is appropriate. Adric. Autons. especially science fiction writers. Have a jelly baby. Galaxy Often called the universe by creatures. and inflicts 4 Wounds. Gold In dust form. is the negative part of the universe. Subsequent attacks increase the paralysis. Cybermen. gold is a deadly poison to Cybermen. so the potential of gold is probably limited. It can be used in hand to hand combat. Sontarans. The device is palm-sized. there are more galaxies per universe than water molecules in a pint of beer. Force fields also act as a type of Armour: if the force field is not breached by an attack. Janis thorn Leela uses a janis thorn to paralyse and kill her enemies.

A dye on the exterior of the bandage changes colour when the wound has healed. They are available only if the Doctor has remembered to restock the TARDIS dispenser with the required drugs. this Earth confection has other uses. Nitro-nine Nitro-nine is an effective explosive whose formula is known only to Ace. and Ace is forbidden to make it: she usually has a plentiful supply. This meter is reliable. a pocket watch and chain can be used to hypnotize opponents. Its ability is equal to the Doctor’s total MacGuffin ability.DOCTOR WHO — TIME LORD Liquorice allsorts Like jelly babies. It was destroyed during The Visitation at the time of the fifth Doctor. and a taranium core formed the heart of a Dalek weapon that was intended to destroy time. The plastic film is soluble in water. Nitro-nine inflicts 7 Wounds on anyone in the primary zone of effect and 4 Wounds on anyone in the secondary zone of effect. Taranium Taranium is a vital mineral used to power time machines and temporal weapons. It is unstable. Pocket watch Each incarnation of the Doctor has carried a pocket watch. 120 . This action can also be initiated by radio signals activated by the Nestenes’ human agents or allies. so if you have to use it. but it is not infallible. Nestene autojet The Nestenes’ ability to animate plastic and the Master’s technological know-how were combined to produce the Nestene autojet. it can even be used to set off mines. The length of activity in space suits is limited by the air supply. Medicine 2 for the purposes of healing. It is used mainly by the Daleks to power their time capsules. however. The Doctor occasionally uses a portable meter to measure the extent of different types of radiation away from the TARDIS. which are essential for exploration in space and on many moons. which provides protection for the head. Apart from usefully measuring the relative passage of time and acting as an alarm to remind the Doctor of certain events. Sonic screwdriver The Doctor’s sonic screwdriver is a general purpose MacGuffin that harnesses sonic energy to manipulate and open mechanical and electronic locks. whereupon it shoots a plastic film over the target in an attempt to suffocate its victim. Its constituents react violently in contact with anti-matter. one of the Doctor’s companions. Its counterpart is E-space. It has a short time fuse of 2 actions turns. Medical packs have the abilities of Knowledge 6. and dissolves minutes after its has done its job by the action of condensed water vapour from its victim’s dying breath. place it and run! N-space N-space is our universe: normal space comprising normal matter. An environmental helmet. Space suit The TARDIS’s wardrobe has a reasonable stock of space suits. as well as containing air canisters. Radiation meter The TARDIS has a radiation meter built into its control console. Particularly large and megalomaniac liquorice allsorts tend to have personality defects. The trick rarely works twice on the same guard. can be used separately on planets with thin atmospheres. Medical pack The TARDIS has a dispenser that issues medicine-impregnated bandages that promote the healing of wounds. Reversing its polarity turns it into a powerful electromagnet which can be used to draw back heavy bolts. By boosting its power and concentrating the sonic energy into a beam. a harmless-looking plastic daffodil. It tends to work only after the TARDIS crew has stepped outside. It is programmed to respond to heat and the pattern of a human face. The Doctor typically lays a path of brightly coloured liquorice allsorts on the ground to distract guards and draw them away from objects they are supposed to be watching.

neutron rams. that are essential to routine maintenance on the TARDIS. Zyton 7 The prison planet Varos is the main source of Zyton 7. Whomobile The third Doctor built a special car during his sojourn on Earth. UNIT Earth’s United Nations Intelligence Taskforce (UNIT) is a worldwide organization set up in the late twentieth century to investigate and combat extra-terrestrial menaces. Only civilizations that have developed temporal science have a chance of breaking out of a time loop. TARDIS toolbox Useful source of MacGuffins. Each base is dependent on the good will of the host government. Time corridor A time corridor is a two-way connection between one time and space and another. sweptback wings. Lethbridge Stewart was first encountered by the second Doctor. Daleks used time corridor technology until their scientists developed timeships. Torch The TARDIS storeroom carries a number of chemical and electrical torches that are vital to explore some of the dingy caverns in which the craft lands. forewarning the TARDIS crew of imminent danger. The Whomobile is a compact. on the ground it is treated as an air car with Move 6. Switzerland. It is opened and closed from only one end of the corridor. It can fly: in the air it is treated as a light aeroplane with Move 7. He is active in this role throughout the 1970s. magnetic clamps. It can provide insight into recent events.DOCTOR WHO — TIME LORD TARDIS key The key to the Doctor’s TARDIS is molecularly coded so that only the Doctor or recognized companions can unlock the door. The Doctor has since become the temporary scientific adviser to UNIT in the UK. such as drone clamps. Time loop Time loops are temporal traps that keep their victims snared in a short. Time-space visualizer The time-space visualizer can look at any event in time and space. Its headquarters is in Geneva. The TARDIS’s Zyton 7 has been exhausted only once in many centuries of time travel. a key element in the power sources of many spaceships. provided its operator can program it correctly. laser cutters and probes. whose regular staff includes Captain Yates and Sergeant Benton. and it has bases near or in the capital cities of the main world powers. silver car with curved. he would probably have a fully functioning TARDIS. 1980s and 1990s. a subsidiary will often be blackmailed by politicians into acting against their leader’s will. typically on a spaceship or planetary base. The United Kingdom section of UNIT is headed by Brigadier Lethbridge Stewart. 121 . with a pass under the name of Doctor John Smith. The Time Lords use it to power type 40 TARDISes like the Doctor’s owing to its long life. Although nominally independent of each country’s government. The Doctor has to program the key so that new companions can use the key: the first Doctor is particularly reluctant to do so until he can trust his fellow travellers. The only chance of breaking out occurs if the victims discover at which point they entered the time loop and can then devise a means of changing their actions. If the Doctor knew how each one worked. repetitive cycle of time.

DOCTOR WHO — TIME LORD PART FIVE The Never-Ending Script 122 .

therefore. hold object Barely controlled movement. walk. whoever owns the copy of TIME LORD should be the referee. referees have different styles. For a start. Until the players themselves obtain copies of the TIME LORD. it makes sense for the owner of the rules to be the referee. a referee has to absorb a vast amount of information about the DOCTOR WHO universe as well as the rules that make the game possible. use basic tools. He is the person who believes it would be entertaining to run a game using a particular set of rules. After one or two adventures. WHO SHOULD BE REFEREE? The referee is commonly chosen by default whenever anyone plays a new role-playing game: he is usually the owner of the rule book. use simple vehicle such as a car. In some ways the referee is also part of the group. clap hands. form letters Clumsy. Cyberman Lorry. after all. that in a group of novices. The referee. play notes on a musical . and it takes time for a novice referee to develop all the skills that will ensure his players feel they are entering a different time and space. therefore. hydraulic press Jet aircraft Spaceship Gravitron. Geoff Capes Car. And he also needs to keep track of the fate and actions of everyone on an adventure. force field 123 Table 5B: Control (example Difficulties in italics) 0 1 2 3 Unco-ordinated. for the person who buys a new set of rules is the one most likely to want to get a game started. and even offers them help when they get stuck. because he controls characters that players can befriend and who help defeat the villains: it is difficult to be against someone who helps attain an objective! The referee’s part in a role-playing game is to maintain play balance and adjudicate players’ actions to get results that are consistent in the context of the DOCTOR WHO universe. flexibility and storytelling. however. awkward. He also has to learn how to describe scenes and people graphically so that they come alive. TIME LORD is just one of his tools: it provides a set of physical laws as well as background information that is consistent with those laws. random movements. bulldozer. Imaginary worlds. It is suggested that a different incarnation of the Doctor and other companions to the ones played under the control of the first referee be used to retain continuity in each referee’s universe. one of the players may want to take a turn at being referee. because he has an idea for an adventure. it is the referee who reacts to their actions and maintains the feeling of suspension of disbelief. It is suggested. what one deems suitable for his players may be too tame or too excessive for another referee. if they do something within the world that the referee has described. simple machines Average human. His other tools are imagination. Any referee should encourage this: it adds to the variety of the game and gives the referee a chance to play a character! Even within the same group. Table 5A: Strength (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 No strength at all Small rodent Child Average adult Strong adult Human maximum. adjusts to their whims and actions. He. is the one person in a game of TIME LORD who should read this book thoroughly at some time so he has a clear idea of the scope of the rules and how they work. he is the means by which players enter another universe. Players depend on him for scenesetting information in the same way as they might absorb such details from a film or the computer-generated graphics of a virtual reality. will have had the greatest opportunity to study the rules and should have a good grasp of the basic mechanics. Experienced role-players also often choose their referee this way. necessitating clear-thinking as well as bookkeeping skills. He is the person that gives players the initial push into an adventure.DOCTOR WHO — TIME LORD HOW TO BE A REFEREE No role-playing game really ticks without the presence of a referee. however. It is important to realize that the referee is not against the players: he is as likely to help them as he is to set perplexing puzzles. are difficult to maintain. the referee uses all these tools to become transparent to the action: in effect. Ideally. and it is usually his enthusiasm that encourages other people to play in his games.

The Cybermen detailed in Part Four. the refereeChildthe final say. when it does not.scenesfield controlled by the referee takes place there without the main players’ Table 5B: Control (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Unco-ordinated. ninja. swing from trapeze Comic book superhero Raston robot Divine powers Divine powers 124 . however. lower their Armour. If something does not seem right. walk. simple machines Average human. bulldozer. scrap paper as well as notes on characters and the the game: table space aircraft adventure in progress. 6 Car. While running the game. hold object Barely controlled movement. they are likely to become disoriented and argumentative. REALITY AND REALISM TIME LORD is simply a set of rules that have been designed to give an effect: they aim to simulate the reality of the DOCTOR WHO television series. a referee’s decision. increase their Strength. use basic tools. Any effect that is deliberately intended to make players feel uncomfortable should be carefully considered and handled. and in which villains who certainly died in a previous adventure resurface to menace characters again. A mature player will accept. The rules. Whatever you do. for example. form letters Clumsy. use simple vehicle such as a car. but it cannot simulate every effect simply because the background contradicts itself. walk tight rope. It is the realm where science fiction becomes science fact. virtuoso musician. Notes that the players should not see can be kept handy yet away from their eyes. crack a safe. awkward. if you Table 5A: Strength (example Difficulties in italics) feel they are too weak. time paradoxes and natural phenomena as well as the demands of television magic mean that not everything in the game may behave exactly as expected on twentieth century Earth. No matter how much a player whines or argues. play musical instrument well Very nimble-fingered. as referee you have the right to change it. is a minor form of rule-changing: you 0 may need to invent No strength at all rules to cover special situations or bend ones to simulate a different effect. therefore. Here he can organize the running of 8 Jet is needed for the rule book. Tweaking abilities. Either way. operate complex vehicle such as a helicopter. above human average. If a player ups and leaves. Some groups split up around a room and slump in armchairs. the referee on the game. hydraulicbest is a matter of personal preference. dice. Cyberman others prefer to sit round a table. although he may not agree with. concert musician. can be broken. 9 Spaceship The referee’s table is like the backstage area of a play: events and referee characters are waiting in the wings 10 Gravitron. juggle. the nature of alien intelligences. always use the principle of beat the difference when rolling the dice. although it is vital at times to make players believe or have faith in an adventure or the referee. cut gems Human maximum. and behind-the. random movements. too. ideally with a table for his own use. clap hands. force action for their cue. DOCTOR WHO is a setting in which elite soldiers can fire at point blank range and miss. Although the physical laws of the DOCTOR WHO universe are broadly similar to those of our own world. The first method encourages a relaxed atmosphere. 1 Small rodent One rule that cannot be broken is that the referee’s word is law. do not expect results to be realistic but consistent with the general laws of the DOCTOR WHO universe. in which rivers of fluid ice course through the cores of planets. fine. Players feel comfortable when reality behaves as expected. Realism is a tool that to a degree can be dispensed with. master watchmaker. 4 Strong adult 5 Human GETTING ORGANIZED maximum. TIME LORD is designed to be generally consistent with the background. athlete. the second concentrates the players’ minds Lorry. are those from the time of The Moonbase and Tomb of the Cybermen: if you want wimpy Cybermen.DOCTOR WHO — TIME LORD RULES. play notes on a musical instrument Skilful. they are certainly not privy 3 Average adult to the scheming or skills of their opponents. Which one is press 7 should sit slightly apart from the players. you are probably better off without him: has 2 players often do not know the full story when they perceive a referee’s ruling as unfair. Geoff Capes There is no set way of playing a role-playing game.

If there are sea birds or other forms of life. large dog. for example. Exceptionally good roleplayers can be trusted to observe events they are not involved in because they will not use such information to advantage. Players will use this information to imagine what the alien world they have landed on looks like. the nature of the rock and its colours. REFEREE CHARACTERS Characters controlled by the referee both provide information for the player characters and give the referee the chance to role-play. average dog. If players enter a new environment — whether it is a spaceship. horse. room Car. ajar door Mouse. that the referee can take players who are away from the main action or whose actions need to be carried out in secret. put a few notes about their behaviour and quirks of personality. gas particle 125 Table 5D: Weight (example Difficulties in italics) 0 1 2 3 Up to 10 grams. The referee’s sense of game balance is important here: appropriate values are relative to the player characters’ abilities. log cabin. yacht. baby. book. bag of shopping Up to 40 kilograms. rat. it will also help them role-play their characters through the suspension of disbelief. typical area. cat flap. airliner. Dalek. By giving players comparative descriptions to similar sights. or whatever. Dalek eyestalk. flea. Dice rolls that players should not know the results of should be made here. if it is eerily silent. hamster. If characters do become separated. flea Up to 1 kilogram. A villain who cannot be swayed from the path of injustice should have Determination two or three points higher than the average player character’s ability. child. warehouse Elephant. chimney flue Cat. baby. it is possible to create a picture of an alien environment. rowing boat. lapdog. Tell the players how they feel as they breathe in fresh. convey this information too. players will feel their characters are dealing with other people. small dog. small adult . just effort on the part of the referee. His weak abilities should be equal to or less than the Table 5C: Size (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Palace.DOCTOR WHO — TIME LORD knowledge. a planet or even just another room in a complex — it is the referee’s description that they rely on for information before they act. Cyberman. small doorway Small child. cow. gnat. wide door. large spider. road width. salt-laden air. describe the mood of the sea and the effect the two suns. remember to deal with all the players equally: it can be boring and frustrating for players to be left on their own for long. trawler. screwdriver Up to 6 kilograms. Referee characters that are role-played well develop personalities and become believable. It does not take much acting talent to make a referee character more than two-dimensional. have on the water’s surface. and their players should not know what the others are up to or what happened until everyone meets up again. the referee can make the TIME LORD universe come alive. hairline crack Molecule. almost weightless. and tell them any observer might normally take for granted. It is inevitable that characters will become separated during the course of an adventure. mousehole. By drawing on storytelling skills and powers of description. using the rule book or a cupped hand to obscure the dice from the players’ view. let the players know. sounds and smells on Earth. When such characters are created. Referee characters for an adventure are easy to create: just give them the values that are appropriate for each ability. and let them know it burns their throats if it contains hints of acid. such as a separate room. or when they are used in an adventure. Tyrannosaurus Rex. aircraft hangar. BRINGING THE GAME ALIVE How much the referee puts into an adventure to an extent affects how much the players get out of it. whale. hamster. which helps to increase the players’ involvement in the game: instead of feeling that they are dealing with the referee. width of a country lane Large human. Cybermat. particle of powder. bar of lead. try to give each one a different personality. wide corridor Small human. Those characters that take a dominant role should be more thoroughly detailed so that they can be played consistently from game session to game session. By the bare statistics that are the character’s abilities. There should also be somewhere. ventilation duct. plughole Gnat. crack in masonry or woodwork Speck of dust. If the TARDIS lands on a beach at the foot of a cliff. brontosaurus. Give them an idea of the steepness and climbability of the cliff. Ice Warrior. large dog.

book. small dog. cat flap. The result is quite independent of the players’ actions unless they are trying to abort the explosion. If you make an adventure too easy. flea Up to 1 kilogram. brontosaurus. lapdog. lorry. gnat. if the players are in the wrong place at the wrong time. hamster. planet 126 . are working to a schedule to explode a neutron bomb at the centre of the Earth. however. doorway where tension can be Small human. almost weightless. space station. for example.000 tonnes. to go their own way without being channelled in a particular direction by the referee. The game system is intended to remove mundane rolls so they do not intrude on an 5 Small child. Look at the abilities given to villains and aliens in Part Four for guidelines on the level of abilities. room and they may be deterred from ever playing again. along with the principle of beat the differ8 Gnat. hod of bricks Up to 600 kilograms. aircraft carrier More than 2. and to overcome its Weight to lift it. much of what happens will pass unnoticed until it is almost too late! Keep all your notes at hand. baby. spaceship. bar of lead. large must overcome to affect it. to be used when 9 immediately obvious equivalent to whatever is being attempted. each player hasarea. child. Table 5C: Size (example Difficulties in italics) DIFFICULTIES 0 Palace. Cyberman. chimney flue adventure. Abilities automatically generate corresponding difficulties: Strength is used.DOCTOR WHO — TIME LORD corresponding abilities of player characters. and then it is best done through the actions of friendly or hostile referee characters. The entire adventure turns into a race against time. wide the right game system generates excitement: players sometimes will the dice to produce corridor numbers! 4Difficulties should be chosen so largethe dice are rolled at tense moments. and it is when some or all of the characters have a chance of failure that the 3 Large human. airliner Up to 2. small or at times generated to good effect. Tyrannosaurus Rex. you merely react to what they do and tell them what they find or what happens to them. aircraft hangar. and the referee often has to interrupt what the players are doing with other events. average dog. particle of difficulty. The culties that a character’s Strength spider. van. one of the keys to a successful game of TIME LORD. the players will feel that they have had too little of a challenge. Dalek eyestalk. rat. typical a feeling that a character is 2 dice creates a feeling of tension. warehouse Picking the right difficulty forbrontosaurus. plughole Difficulties And Abilities Tables give descriptions and examples of the numeric values of each ability: these tables. hairline crack the tables seem confusing or have no can also dust. a character to beat is airliner. yacht. 1 Elephant. motorcycle Up to 4 tonnes. cow. and you should be able to run an adventure smoothly and with the minimum intrusion of the mechanics into the story line.000 tonnes. small aircraft Up to 250 tonnes. car. whose abilities typically range from 3 to 5. will have to roll the dice to succeed. Of course. If the Daleks. The default is a difficulty of 5. Table 5D: Weight (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Up to 10 grams. TIME LORD deliberately allows characters that are good enough to succeed Car. It will enable you to develop your role as a responsive storyteller. ventilation duct. Sometimes. flea. you should not impose your wishes on the players: they should feel free. adult. Ideally. Cybermat. Dalek. mousehole. crack in masonry or woodwork ence. log cabin. large dog. This ensures that 10 Molecule. rhino. make it too hard. Rolling the at what they attempt so horse. width ofhiscountry lanecompetent. road width. rowing boat. ajar door object’s Strength to break it. small adult Up to 125 kilograms. form the backbone of the rules system. that dog. baby. The object’s Strength or Weight provide the diffi7 Mouse. as characters. for example. whale. Novice referees Speck ofresort to a default powder. hamster. gas particle most characters. the referee uses the number of research turns that have passed to determine when the Daleks’ next move will be made. Only when it becomes apparent that the players are genuinely stuck should it be necessary to intervene. bag of shopping Up to 40 kilograms. screwdriver Up to 6 kilograms. the nature of a plot forces the referee to intervene. You are there to oversee what the players do to solve the mystery you have set them. to overcome an 6 Cat. trawler. most elephants Up to 30 tonnes. wide door. RUNNING ADVENTURES The simplest way to run an adventure is to set the scene and let the players get on with it: as referee. which adds an edge of excitement to proceedings. Cyberman. Ice Warrior.

open to reasoned argument. far future knowledge. TARDISes Alien intelligences. barely able to move. use of light aircraft. lathe. limping. nuclear reactor Human maximum in the 20th century. knows folklore and legend. acts in response to basic urges Animal instincts. genetic engineering. car. injured or elderly human. pikestaff Capable of speech. ordinary horse. spaceships.000 km/h (air speed record). crawl. jump over shoe box Up to 8 km/h. understand the meaning of the universe 5 6 7 8 9 10 127 .000 km/h (less than Earth escape velocity). spaceship Practically instantaneous travel. athlete. cheetah. seeks out principles behind phenomena. emotions. bow. astounding feats of memory. read and write fluently. use of basic mechanisms. use of winch. Dalek. understand the principles of any manufactured thing The White and Black Guardians. typewriter Read and write fluently. average human.000 km/h. easy terrain. use of car. use of robots. move in time to rhythm. electron microscope Educated to graduate level. jet aircraft Up to 25. jump over 2 metre fence Up to 110 km/h. some grasp of all areas of human knowledge. biochemical implants Future human knowledge. transmat Table 5F: Knowledge (example Difficulties in italics) 0 1 2 3 4 Brainless. rockets. basic speech. use of simple machines. racing bike. very superstitious. potter's wheel. gun Basic reading and writing. missile Up to 200. bicycle. religious and social prejudices. social and political prejudices. poetic speech. computer. understand advanced 20th century research. downhill skier Up to 550 km/h (speed of sound). biochemical nanocomputers. mini universes Time Lord knowledge at its peak (in Rassilon's time). peasant skills. helicopter. radio. understand basics of Time Lord science. use of plough. understand future science. jump over tea chest Up to 25 km/h. obstructed terrain.DOCTOR WHO — TIME LORD Table 5E: Move (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Unable to move Up to 1. genius. sceptical but has faith in politics and/or science. interstellar navigation. use of jet aircraft. use of force fields. food mixer. dance pleasingly. Cyberman. motorbike. basic reading and writing. understand the subtleties of TIme Lord science. cybernetics. rocket sled. understand an academic treatise. race horse. turn.5 km/h. moped. dance at Nureyev's standard. jump over matchbox Up to 3 km/h. build time machines. light aircraft Up to 3. transmats.

can be a real rogue. difficult to distract or hypnotize Very single-minded. overpays when bribing. Daleks Beyond human limits. generally has good fortune. striking appearance. pig-headed. zombie. a laughing stock Neither likeable nor pleasant to behold. lacking in social skills. fails to spot things until they are very obvious Able to lie convincingly at times. silver-tongued. picks up vibes Gets away with murder. sometimes gets excess change when buying groceries but loses money whenever he sells his car. mind transference machines. endearing. easily deceived. can keep a secret unless drunk Determined. a professional poker player. unperceptive. can get away with a few small fibs but always caught out in a big deception. able to shapechange or transfer mind elsewhere. totally gullible. a good talker. resents being order about unless it is done persuasively.DOCTOR WHO — TIME LORD Table 5G: Determination (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Mindless slave. dreary company. cannot communicate. a leader of other men As 6 but with real power. paranoid or has a highly developed moral code. always looks shifty. oblivious to most persuasion. repulsive. can obtain information by bribery or cajoling. As 8 Able to exert will to create matter. charismatic. suspicious of most people Human maximum. automaton. Cybermen Increasingly immune to biochemical mood changers. a natural actor and orator. Cybermen. drugs and physical pain. uncomprehending of social signals Average human. boring and humourless. even mini-universes. can keep a secret unless drugged or tortured. socially skilful. Omega in the Doctor's time Table 5H: Awareness (example Difficulties in italics) 0 1 2 Unnoticeable. treated as an object Disagreeable. even able to survive destruction of the physical body. sceptical. intuitive A head-turner and stopper of all conversation. regarded as inanimate. will not break under torture but affected by truth drugs. able to hypnotize at will.. likeable.. could sell his grandmother. yearns for leadership Easily led. robot Subservient. can spot obvious con tricks. obsessive. obstinate. embarrassed about tipping. Daleks. little resistance to intimidation Average human. machines for mental control Alien intelligences Reserved for dominating alien lifeforms and zombifying brain parasites Divine powers 3 4 5 6 7 8 9 10 128 . chameleon-like appearance changes. persuasive manner. able to control and corrupt humans.

adjusting it as he sees fit using the general modifiers. a character partly blinded by mist should receive a penalty. The way a player may want his character to achieve something might sound cackhanded or be a brilliantly elegant solution. for example. the difficulty tables can give only an approximate value given the different circumstances in which the players can find themselves. also affect other situations. using Control and the Leaping special ability. for example. A player can elect to use Move to cross it in one action turn and keep moving. or leap across it. if it sounds wrong his action should be penalized with a higher difficulty. Table 6A: General Difficulty modifiers Chances of success are Virtually nil Almost impossible Unlikely Evens Likely Almost certain A certainty Opponent’s views are Opposite Largely opposite Partly opposite Neutral Slightly similar Largely similar In accord Difficulty modifier +3 +2 +1 0 –1 –2 –3 Table 6B: Combat situation modifiers Combat situation Attacker surprises opponent or takes opponent unawares Attacker cannot see Attacker partly blinded Fog or moonlit night Night Attacker stunned 1 or disoriented Underwater. Other modifiers reflect special situations. A one-area wide chasm. unless this is creature’s natural environment Gun with telescopic or laser sights 1 See 2 Difficulty modifier –2 +3 +1 +1 an area +2 an area +1 +1 –1 every two complete areas2 Appendix 2 Sights in effect reduce the difficulty due to range 129 . largely based on the referee’s gut feeling. a character’s resistance to persuasion should be increased if he disagrees with another person’s opinion. similarly. and to move across it into an area of flat ground counts as a total difficulty of 4. These modifiers are particularly relevant to negotiations and arguments between characters and referee characters. Modifiers At best. use the one that is most relevant to the stated actions. the difficulty should be lower. counts as terrain of difficulty 3. as his action for the turn. It is quite possible for a referee to run a game using only the default difficulty of 5. General modifiers are listed in the Modifiers Table — in effect they can increase or decrease a difficulty by 1 to 3. although those that affect vision. Most special modifiers affect combat. if it sounds right.DOCTOR WHO — TIME LORD Whenever more than one ability seems appropriate to a task. A character leaping from concealment to attack an enemy should get a bonus for taking his opponent by surprise.

A rough guide to the number of research turns needed to complete a task is given in the Research Table along with some example difficulties. and the referee decides it will take 12 research turns (3 hours) to find the parts and make the adjustments. the difficulty might increase by 1 because no scoops or shovels were to hand. however. the difficulty might increase by 2 because no lifting gear is available. One to induce fear in Cybermen. The Doctor needs to modify a 20th century transistor radio to transmit an SOS. building circuits from scratch might take 20 to 100 research turns. electronic 4 circuit or mechanical part Build a small electronic or mechanical item from available parts Build a small electronic or mechanical item from scratch Repair a jet engine Build a MacGuffin Repair minor TARDIS fault Rebuild TARDIS circuit Repair TARDIS chameleon circuit Analyse virus or poison Analyse alien virus Move 1 tonne of rock Set explosive charge 1 4 4 5 special1 8 8 10 6 8 6 6 100-650 turns 12-96 turns special2 12-48 turns 12-96 turns a lifetime 48-200 turns 48-200 turns 12-24 turns 1-8 turns The difficulty of building a MacGuffin depends on its power. A rockfall consisting of six tonnes of rubble. can be assigned according to the difficulty tables. And the six tonne rockfall has a difficulty of 7 to shift based purely on Weight. The time taken is until 1-12 research turns before they are needed. shifting rubble.DOCTOR WHO — TIME LORD Table 7: Research Task Difficulty Time needed 4-12 turns 12-48 turns Repair a watch. obtained from the Knowledge required to understand the technology. Hurried research Time is often of the essence when trying to defeat an alien menace or finding cures for diseases or viruses. The difficulty is 4. Players may well choose to do so if their characters are clearly capable of 130 . And particularly advanced or an unfamiliar jet engine might warrant an increase in difficulty of 1 or 2. Repairs to electronic circuits might take anything from 1 to 20 research turns. machinery or MacGuffins. Knowledge gives appropriate difficulties for technology. and characters may need to complete a task in less time than the basic amount. would be Difficulty 6 plus a general modifier of 2 because it attacks a specific immunity. 2 MacGuffins are prepared for the right moment. cannot be moved in one action turn: it takes many research turns of effort to clear. The time in research turns required to complete a task depends on the scale of the project. a jet engine would be difficulty 5. preparing traps. These values can also be adjusted using the general modifiers: if the rockfall consisted of heavy boulders. researching viruses and so on are assigned difficulties appropriate to the length of time needed for completion. They can try to complete these tasks in less time but at a higher difficulty. RESEARCH TURNS Tasks such as building or repairing equipment. The difficulty. if it consisted of gravel. operating at Determination 6. for example. so a difficulty of 4 would be appropriate to build a 20th century Earth radio. radio.

Although it is possible to test electronic components.DOCTOR WHO — TIME LORD Table 8: Hurried research Percentage of required time 50% 60% 70% 80% 90% 100% 110% 120% 130% 140% 150% Difficulty modifier +5 +4 +3 +2 +1 0 –1 –2 –3 –4 –5 Example: trying to complete a task in 60% of the time would increase the Difficulty by 4. As referee you should make a feature out of failure. MacGuffins cannot be tested: they either work or they don’t and the only way to find out is to use them against their intended targets. Whether a character hurries research turn activities or not. will have changed as the character has made some headway. increasing the difficulty by 5 to 9. He now needs to beat a difference of 1 to modify the radio in 6 turns. which he will certainly beat. He starts again. will be apparent. accomplishing a task within the normal limits — their abilities are higher than the difficulty. Electronic circuits that have been built incorrectly have probably fused in sparks and a puff of smoke. a character can make a task easier by spending more time on a project these difficulties are also given. but the referee lowers the difficulty by 2 to 2. however. The time required. every 10% reduction or increase in the time spent respectively adds one to or subtracts one from the difficulty. The Doctor urgently needs to send his distress signal. making a total difficulty of 7. This is reflected by reducing the difficulty using the general modifiers but keeping the same base time. the Doctor fails to modify the radio. the character must start again. and for this reason it is best if the dice are rolled by the player but the result seen by only the referee. In effect. the dice are rolled only after the required number of research turns has passed. Because the Doctor has Knowledge 6 and Electronics 2. however. Conversely. but if that too fails to work. The Doctor again chooses to cut the time required by 50%. In the examples. Incredibly. and failure provides a chance to increase tension and develop atmos- 131 . so the player opts to modify the radio in less time at a greater difficulty. a total ability of 8. the player knows he can easily modify the radio in 12 turns and be certain of success. players can again opt to hurry. Bench-thumping is the one ability that can be used to compensate for failure. The Doctor decides he can complete modifications to the radio in 50% of the time. however. the time required stays at 12 turns. and instead picks up the sounds of wonderful Big L. if the Doctor hurried his work the dice would be rolled only after six turns had passed. That way the player does not know whether his character has succeeded or failed until he uses equipment: the result of failed manual labour. The Hurried Research Table shows the increases to the difficulty according to the amount of time spent on a task. Failure Inevitably characters will fail at some research turn tasks.

too. it is Table 9: Materials resistance Material Plaster Plastic Wood Brick Concrete Soft metal Hard metal Armour plate Strength 2 2 3 4 4 5 6 7 Table 10: Cutting tools Tool Cutting disc Cutting torch Diamond power drill Diamond wire saw Thermic lance Cutting tools: blasters Tool Cybergun Dalek gun Earth laser Ice Warrior gun Ice Warrior sonic cannon Sea Devil heat gun Silurian heat ray Cutting capability None None None Fair Good Good Good 132 Cutting power 0 0 0 4 6 6 6 Cutting capability Fair Good Good Fair Excellent Cutting power 4 6 5 3 8 . In essence. forcing his pursuers to use cutting equipment to continue the chase while the Doctor makes good his escape — or at least stumbles freely into a carefully prepared trap. however. How the pursuers deal with obstacles depends on the value of nearby equipment: cutting tools are slower but safer than explosives. It doesn’t really matter if the players’ hopes rested on building a MacGuffin that would stop an invasion fleet of Cybermen: if it cannot be built in time they must improvise! CUTTING TOOLS Few classic chases in DOCTOR WHO are complete without the Doctor fusing or locking a door.DOCTOR WHO — TIME LORD phere. Any material’s resistance to cutting tools is given by its Strength: typical Strengths are given in the Materials Resistance Table. The resistance is the difficulty that must be beaten to cut a 10 centimetres long. need not always cut a hole big enough for an entire body to walk through. it may be sufficient to cut a small hole big enough for a arm to poke through and reactivate a locking mechanism or turn a key. 1 centimetre wide and 1 centimetre deep hole in that material — a volume of 10 cubic centimetres. Humanoids.

Wounds 6. Different types of explosives are listed in the Explosives Table. In the course of a TIME LORD adventure. the referee elects to roll the dice only after 35 turns of cutting have passed: the cutting tool inflicts 6 Wounds against the material’s Strength of 6 and would cut through the door after this time if the referee rolls the dice and beats a difference of 0. The capabilities of each type of cutting tool are detailed in the Cutting Tools Table. Cybermen and other ruthlessly efficient. If the cutting tool beats the difference between its cutting ability and the Strength of the material. Each one inflicts its Cutting Power on an object in much the same way that weapons inflict Wounds in combat. but which need careful handling. They are area weapons with potentially enormous destructive power. the cutter advances 10 cubic centimetres through it. such as difficulty 6 for a hard metal door. large charges take 1 to 8 research turns. An explosive charge must be placed well to have maximum effect. Species such as the Daleks and Cybermen. Instead of rolling the dice each action turn during the 35 turns needed to cut through the door. calculating alien species do not permit failure and will usually work to safe cutting schedules that ensure success. that area is damaged. A Dalek cutting torch. EXPLOSIVES Small charges of explosives are effective both at blowing up objects and blowing up people. Like failure on research turn tasks failure cutting through obstacles should be made a feature of the game. And by hurrying the cutting procedure. The difficulty is reduced to allow for any headway made during previous attempts: if it is the second attempt. The difficulty of placing a charge is 5. although the Daleks can replace their guns with cutting torches. The difficulty. this value is the resistance of one area of that material to explosives. Instead of rolling each turn to determine the cutter’s progress. To cut a Dalekshaped hole from the base of the door along three sides would require about 350 centimetres to be cut. Each turn the referee would roll to beat a difference of 0. however. however. Or perhaps the material has proved particularly resistant and progress has been slower than expected. Because cutting is such a slow process it can be treated like a research turn activity. While the player characters are on the other side of a door which is slowly being cut through. such as those carried by Sea Devils or Ice Warriors. the Dalek would cut a further 10 centimetres through the door. reduce the difficulty by 2. that object is destroyed. Failure means the cutting tool has run out of fuel or energy. Explosives inflict Wounds on objects in the same way that weapons inflict Wounds on characters. need dedicated cutters and cannot use their blasters as cutting tools. a craggy object riddled with faults or crevices would be easy to place a charge on. cannot be reduced below 1. can be used to a greater or lesser extent as cutting tools. blasters that use heat or sonic energy. More fallible species may rush a job or just be incompetent. There are three basic specialized cutting tools: cutting torches. Materials resist explosives using their Strength. in the case of a mechanical tool it has been blunted or has broken. modified according to any weak points. would usually be able to progress at 10 centimetres an action turn through a typical 1 centimetre thick hard metal door (difficulty 6) of a Dalek city. A further attempt can be made to cut through after the cause of failure has been established. Small charges of explosives can be placed in one action turn. taking about 35 action turns. counting as almost certain and decreasing the difficulty by 2. In contrast. If the Wounds inflicted by the explosives overcome a material’s resistance. the difficulty remains that of the material. divide the volume to be cut by 10 to get the number of action turns needed to complete the task. the referee can simply rule whether a charge has been placed accurately and whether it does what it is supposed to do. if a number of Wounds greater than twice the material’s Strength are inflicted. Failure Daleks. In addition. if he succeeded. but this value is used to overcome the resistance of the material. A totally smooth object with no defects would increase the difficulty by 2 because there is no obvious spot to put the charge — it counts as an almost impossible task on the general modifiers table. only the Doctor and his companion Ace are ever likely to want to use explosives: most of the times that referee characters use them. the uncertainty is increased about the amount of time the players have to plan or escape. reduce the difficulty by 1. 133 . thermic lances and mechanical cutters. as given in the Materials Resistance Table.DOCTOR WHO — TIME LORD based on the difficulty of making a 10 centimetre cut through a typical metal door in a futuristic city. remember to remind them of their pursuer’s progress while they work out their next move. The cutters can opt to hurry or prolong the cutting time to respectively increase or decrease the difficulty: use the modifiers given in the Hurried Research Table. if it is the third attempt.

halving the amount of explosive reduces the Wounds inflicted by 1. given in the Explosives Ranges Table. one can Plastic explosive. The dice. the nitro-nine would inflict 8 Wounds. not go off at all. Wounds 7. The four cans of nitro-nine will inflict 9 Wounds. Rather than use the dice to determine the outcome of arguments or oratory between player characters. She bundles four cans together with sticky tape. If she used only two or three cans. The zones are the range over which an explosive has effect. The Wounds inflicted by explosives can be increased by increasing the explosive charge. or go off in the wrong place and fail to destroy the object. Similarly a primary zone of 0—1 and a secondary zone of 2—3 means the explosive has full effect up to one area away from the centre of explosion and half effect from 2 to 3 areas away. Doubling the amount of explosive increases the Wounds inflicted by 1. Whichever result is most dramatically appropriate should be used so that failure forces the players to reappraise their situation and perhaps try another route. similarly. A primary zone of 0 and a secondary zone of 1 means the explosive detonates at full effect in its area and a half effect 1 area away. it will go off prematurely. protected by Armour 9. In the primary zone of effect. should be used to determine the 134 . bundle of four sticks Gunpowder. full Wounds are inflicted on any object or person in that zone. and are virtually guaranteed of blowing up the Dalek. rounded up. Ace decides that one can of nitro-nine. sneaks up behind the Dalek and tapes the charge to its shell. might not be enough to blow open a Dalek.DOCTOR WHO — TIME LORD Table 11: Explosives Type of charge Cyberbomb. Failure If a character fails to place a charge accurately. half Wounds. one stick Dynamite. HYPNOTISM AND NEGOTIATION Changing someone’s opinion by force or by persuasion is not as simply as making a straightforward dice roll to beat the difference. allow the players to play their roles in an attempt to bring an opponent round to their way of thinking. are inflicted on any person or object in the secondary zone of effect. one kilogram Table 12: Explosives ranges Maximum Wounds inflicted 1–4 5–8 9–12 13–16 17–20 21–24 Primary zone (areas) 0 0 0–1 0–1 0–1 0–2 Secondary zone (areas) none 1 2 2–3 2–4 3–4 Wounds inflicted 10 10 4 6 6 7 6 All explosives have a primary zone of effect and a secondary zone of effect. small Dalekanium bomb Dynamite. especially if it takes place between two player characters. one keg Nitro-nine. however.

is unlikely to have them radically changed by argument. Awareness is used to resist persuasion and smooth. Any attempt at negotiation or hypnotism should take into account the general difficulty modifiers. in which case both roll the dice to determine whether they succeed in adjusting the other’s viewpoint. Indomitable Will and Independent Spirit increase a character’s ability to argue or resist domination or persuasion. although he might agree for convenience to follow some of its tenets. adjusting a character’s resistance according to whether he is opposed to or largely in accord with the arguments used against him. Determination is the imposition of ideas by force of will. Arguments are not always one-way attempts to change someone’s views: the other person may respond with counter arguments. however. for example. And if both fail. The modifiers should also be used for hypnotism: someone who is set against the Master’s will is more able to resist him.DOCTOR WHO — TIME LORD outcome of oratory and arguments which involve referee characters. Awareness is the skill of persuasion by oratory and clever negotiation. They should also be used to determine the outcome of any attempt at hypnotism. no change results: either character should offer something fresh for negotiations to continue.talking. 135 . If only one succeeds. Jo Grant. Anyone with fixed views. after the Master initially succeeded in hypnotizing her managed to resist further attempts. for example. hypnotism and the like. to convince a conservative businessman of the merits of communism. If both characters succeed. It would be difficult. the other should adjust his opinion or is convinced of the merits of the argument. Similarly. There is a subtle distinction between Awareness and Determination in negotiations. Special abilities such as Bargaining. each should adjust his argument towards the other’s. Further attempts may reduce the difficulty or end up with one person’s viewpoint clearly established as the right course of action. Determination is used to resist orders.

bringing technological advances many centuries earlier than they would have ordinarily have been discovered. DOCTOR WHO is a universe where space opera mingles with horror.) Historic adventure The Doctor and companions take part in historic events knowing that they can observe and advise. A rough idea of the plot can be sufficient to run a game. The Crusade. time travellers attempt to alter history for the better. The Time Warrior.) Ancient powers Accidentally or deliberately. Logopolis. The Edge of Destruction. (The Daemons. typically the Master or the Rani. blobby green creatures from the near side of beyond infinity terrorize Earth. the motives of some of the characters. there are plenty to be adapted from DOCTOR WHO novelizations or even unrelated films and books on subjects as diverse as science fiction and Shakespeare. some of which may continue well into the next adventure or provide the springboard for it.) A world gone mad Reality is overturned and nothing is as it seems. Plots adapted from books or films have a disadvantage in that one or more of the players may recognize the initial source and be wise to the outcome.) Archenemy One of the Doctor’s enemies.) Chase Either the Doctor or someone he encounters is pursued by a deadly enemy who seeks to capture or kill his foe. Or the archenemy is manipulating the resources of a planet or its people to gain power. (Time and the Rani.) 136 . yet most times they are reworked with new aliens or settings to make them unique. galaxy or universe will result if they are not contained. and the more able it is to adjust to the players’ approach and desires. the adventure at the end of this part of TIME LORD. The Chase. when they are doing it and why they are doing it. (The Mind Robber. Destruction of the planet. comedy. (The Reign of Terror. As long as you know who is doing what. (The Meddling Monk. The Mutants. Your own imagination is by far the best source of a plot because the story line will be unique. Many themes recur throughout DOCTOR WHO. the more flexible the adventure can be. The less you write. is up to no good and has laid a trap for the Doctor to stumble into.) Beauty and the beast Foul is fair and fair is foul — the Doctor must determine whether things are as they seem. (The Green Death. forces from the dawn of time are released or unleashed by innocents or the Doctor’s enemies. (Galaxy Four. This is not as daunting as it may sound: an involving and interesting TIME LORD adventure needs only the rudiments of an exciting plot. thrillers and historical drama: all these styles and more can be used as the basis for adventures. if you cannot think of one. (Delta and the Bannermen. many situations can be improvised. you will need to create your own adventures. and even add or remove scenes. A stock source of UNIT stories. (Spearhead from Space. The Curse of Fenric. The Doctor must live by his wits to survive and to find out the source of the irregularity. The Claws of Axos. Even combine elements of plots so that one or more plots run alongside the main story line. RECURRENT THEMES Alien menace Tentacled. In italics after each of the themes that follows are examples of stories that use the theme: by referring to the novelization or programme you can see how the idea was used. but not change the course of history as they know it.DOCTOR WHO — TIME LORD HOW TO INVENT ADVENTURES Once you have played The Curse of the Cyclops.) Altering history Whether as a malicious action or prank. Planet of Evil. For this reason it is best never to follow an existing story too closely: change the plot devices.) Environmental action Negligence of the environment through careless disposal of chemicals creates man’s nemesis.

(The Silurians. Intrigue can be the main element of a game or provide just part of it in the form of power struggles between dominant referee characters. the Doctor must fight a battle of wits to evade the wrath of everyone. (Frontios.) Things from another dimension Also known as things that man was not meant to know yet have none the less deigned to knock on the doors of human knowledge. even at the cost of genocide.) Mad scientists Morally superior scientists attempt to dominate humanity or create a better world. 137 . they dominate species and seek to take over their worlds.DOCTOR WHO — TIME LORD Intrigue Caught in a struggle for power between two or more factions. places. (The Monster of Peladon.) Parallel universe Everything is the seemingly the same as the characters’ universe but is somehow different.) Mistaken identity The Doctor arrives on a planet and is mistaken for an ambassador or a spy. the Doctor and his companions must choose who is right and who deserves help. The Three Doctors. (The Dalek Invasion of Earth. The Key to Time.) Recurrent themes can form some or all of an adventure.) Survival A species or race reduced to its last numbers fights desperately for survival in a hostile environment. They must be stopped before mankind is destroyed or forever enslaved. is shunned or is enshrined as law or procedure. (The Abominable Snowmen. Dragonfire. racism and bureaucracy among other subjects. (Resurrection of the Daleks. creatures and events can be added. big business. The Invasion. whether through mistaken ideals or contempt for lesser mortals. The Image of the Fendahl. (Invasion of the Dinosaurs.) Whom gods destroy Once powerful beings try to escape imprisonment and restore themselves to true power and recognition in the eyes of their former equals. (The Pyramids of Mars. (The War Machines. The Face of Evil. They help to provide the bones of a TIME LORD adventure. to which details of people.) Traitor A seemingly dependable ally is in fact working for the enemy and reveals himself as a traitor by turning a weapon on the Doctor just as the Time Lord appears to have triumphed. inexperienced time travellers attempt to break the first and second laws of time and reverse history. intelligent species invade a planet to colonize it or to strip it of its resources.) Temporal paradox Companions and the Doctors meet themselves. Roles are reversed and what may happen in one universe may or may not happen in its parallel one. Robot.) Quest Parts of an artefact are scattered across a planet or solar system and must be reunited to forestall an enemy or prevent a catastrophe. The Web Planet. (Day of the Daleks. (Inferno. The Robots of Death. (The Keys of Marinus. Morals can be built in as well to deliver a message: DOCTOR WHO stories have attacked environmental negligence. He plays out the charade until it suits his purpose to reveal the truth — which is sometimes never! (The Curse of Peladon. The Web Planet.) Technology gone wrong Advanced computers or robots begin to think for themselves and decide man is dispensable. Earthshock. Planet of Fire.) Rightful rulers Species dispossessed of their rightful planet seek to regain it. these are creatures that have crossed or been brought across the dimensional barriers of the universe. several can be used at once to great effect. Science becomes the work of the gods. The Romans. And if no one faction is better than the other. As alien intelligences or long dormant forces.) Invasion Calculating. City of Death.

environmental domes or within a small geographic area — one of the earliest DOCTOR WHO stories. the bridge.DOCTOR WHO — TIME LORD VILLAINS AND FRIENDS Once you have decided the rough nature of an adventure. detailing them by writing down their names and appropriate abilities and notes on personality. it is easiest to keep adventures on a small scale. castle or scientific complex just for reference. even surviving in time to say goodbye when the Doctor leaves. Similarly. Similarly. in this case a shopping centre. In effect they are a countdown to action: if nothing happens to prevent it. and restricts what the characters can do. Super-detailed plans of location are not essential. It can be worth drawing objects on the square notelets used to form areas to save time in play. and even the TARDIS control room. they can become complicated political intrigues with much travelling between locations in the TARDIS or more primitive means of transport. so the odds of the characters going their own ways grows. Before play you should draw sketch maps of key locations. It is also a good idea to include a few double agents or traitors. The number of research turns he has to do this is limited by the time line. starting from the villain’s first moves. Think of the limits of a DOCTOR WHO television set before sitting down to draw any maps. the Doctor’s weak allies frequently tend to die from the blaster fire of Daleks. it is possible to avoid drawing too many maps. hold and cells of spaceships. From simple adventures over a limited area. The Templar Throne deliberately restricts the action to a limited area. laboratories. right down to the timing of the first landing and the arrival of the main force. Now is also the time to work out the factions involved: you need to have a clear idea of who is against who as well as who might be persuaded to team up with one faction to overcome another. through to the arrival of the Doctor. if there is a chase. Early adventures should take place in the confines of spaceships. days or even weeks. Cybermen. As you become more familiar with the way adventures work. It takes experience to handle several small groups of players while keeping each one occupied. and then theoretically outlining the progress of the adventure. You might like to draw the entire plan of a spaceship. The set has only a few key locations in which all the action takes place. If the Cybermen had placed a bomb deep within the core of a planet with a set detonation time. the characters run through a maze of similar-looking corridors or passageways. the Doctor would need to prevent the bomb exploding by taking appropriate action beforehand. such as buildings. Daleks planning the invasion of a planet will have spent weeks organizing their attack. MAPS AND DRAWINGS Even a scrappy map or drawing can help players envisage a location or object more clearly than a spoken description. bypassing any difficulties and choosing different course of action where necessary. Most of the time strong villains will have one or two efficient. The Edge of Destruction. not complicate it! TIME LINES Along with a plot. the next event on the time line takes place. and so on until the villain succeeds or is thwarted. SCOPE Until you have a strong grasp of TIME LORD’s mechanics and have run a few basic adventures. and limits the number of antagonists. Also make a note of potential friends and neutrals. usually after the Doctor has intervened. Time lines can cover periods of a few action turns. with the aim of both leaking information and throwing suspicion on the Doctor or his companions. The Doctor also has a few referee characters who accompany and help him. Roughly draw a network of areas over each location so that each one can be laid out quickly when the characters reach it and action has to take place. several hours. but so little of it will actually be used in play. A time line is simply a schedule of events. Limiting the area over which play can take place makes it easier to prepare maps and details of places. deadly henchmen and hordes of inefficient extras with low abilities and a tendency to die at the hands of the Doctor’s capable allies. 138 . the detonation time would be a point on that time line. restricted the action to the control room and sick bay of the TARDIS. the scope of adventures can be broadened. some TIME LORD adventures need to have time lines worked out in advance. As the number of factions and areas to explore increase. Autons and the like. many villains work to a definite schedule in the execution of their plans. you need to decide which of the aliens or villains is responsible — it may even be more than one working in an uneasy alliance. They will work to their schedule. A referee should aim to simplify his bookkeeping. By noting and detailing the key locations and assigning difficulties (against Awareness) for travelling along any links without getting lost.

Minor events can go ahead regardless. but potentially devastating events can be adjusted so that players have a chance to do something about them if they’ve been particularly slow or roundabout in their approach to the scenario. Players are unpredictable and will come up with all sorts of solutions the referee could never have envisaged while inventing an adventure. it is important to build in flexibility. are there to make TIME LORD an enjoyable experience for yourself and your players. should be flexible. And they will resent being channelled along the way the referee has prepared for them. and that means being able to improvise. there should be a way of overcoming the menace if the Doctor fails to build one or if the player believes there is a better solution. But to do so is a mistake. then do it. They will spot inconsistencies in the plot. While an adventure should include tasks that make use of certain characters’ special abilities. it should not depend on a character succeeding. Time lines. steamrolling their way through shallow artifices. If the referee has envisaged that the Doctor should build a MacGuffin to defeat an alien intelligence. as referee. When assembling all the elements of an adventure.DOCTOR WHO — TIME LORD PUTTING IT ALL TOGETHER It is very tempting to take all the elements of an adventure and predetermine the parts the player characters are going to play. 139 . If that means bending your rules or those of the game. You. too.

20 area chase in action turn time JUNGLE PATH Terrain difficulty 1 Takes 3 research turns to reach mines. takes 2 research turns to reach temple. The adventure is broken into three sections: Maps. Story line Frustrated by the Doctor’s meddling in their plans. and involves the First Doctor. REFEREE’S NOTES Curse of the Cyclops is a free-form adventure that partly depends on the skill of the referee to improvise. Unlike a TV adventure. the seventh Doctor and Ace. By complicated analysis of the chronons in time-sensitized taranium. Friends and Felons details the referee characters that will help or confront the player characters. Scenes. It is possible. Additional companions can be provided by using Alison from the appendices. for it to take place further along the Doctor’s time line. Do not read any further if you are to take on the role of the Doctor or a companion: the information that follows is for the referee only. Encounters are broken into scenes that may or may not take place. and Friends and Felons . There is no fixed time line to regulate when events occur in this adventure. Curse of the Cyclops Map 1: Schematic View of Scene Links SCENE 1: BEACH & TARDIS SCENE 2: BEACH SURROUNDINGS CLIFF Terrain difficulty 2 per area SCENE 2F: JUNGLE PATH Terrain difficulty 1. however. It helps. broken into areas. Easy to follow SCENE 5: MINES SCENE 4: TEMPLE JUNGLE Terrain difficulty 2 Takes 4 research turns to reach temple 140 . if the referee can imagine how the villains of the piece will be furthering their plans while the player characters execute theirs. the actions of the characters decide what happens next. Takes 2 research turns to travel along SCENE 3: THE VILLAGE SCENE 6: THE CHASE Jungle terrain difficulty is 2. To a large extent. Think of each scene as an important part of a set in a typical Doctor Who story: the actions and decisions of the players decide when to switch to the next scene. however. for example. or by allowing players to create their own characters. could conceivably tackle the adventure.DOCTOR WHO — TIME LORD CURSE OF THE CYCLOPS Curse of the Cyclops is a short adventure that players should be able to complete in one or two evenings. but difficulty 5 v Awareness to keep on path. there are no background scenes to fill in details for the viewers: the players know only what their characters experience. the links and route the players take to each scene are not fixed. It is set after The Chase. Scenes describes the main encounters that are likely. The first provides detailed maps of locations. as well as a schematic diagram showing how each encounter area is linked with indications of terrain — an actual map of the island is unnecessary. the Daleks have plundered the universe for the tiniest trace of taranium in order to set a trap for their enemy. Steven and Vicki.

the sea laps against the chalk-like rock. the Daleks have been taken for Servitors of the Cyclops — a creature that has survived in legend from the earliest Earth colonists. who will then ‘commune with the gods’ to relay the information. Fleeing into the capsule and sealing the Daleks out of their own ship. or by posing as miners carrying the offerings. where they are briefly recognized and captured by the Daleks. Examining the circuits in the control console. although this should be regarded as only a guideline. Behind the time ship rises a steep but craggy cliff over which vines and creepers climb. Baskets of the phosphorescent ore are delivered to the Dalek craft. remind them that the Doctor has an ‘infallible sense of direction’ as far as locating the TARDIS is concerned. killing the prime science Dalek that would be able to effect repairs. in the other direction. and are willing to obey them. especially if the Doctor or a companion fans them away. the Doctor waits long enough on the beach to lure the evil creature into quicksand: the fluoronic acid painfully incapacitates the creature. At the foot of the cliff is a dense green carpet of plants that in one direction rises quickly into jungle at the back of the beach. around which the Doctor and his companions are grouped. waves break over a reef some 100 metres away. probably Steven. and works out how to ruin their plans. Map 4: the temple. not a route along which the players should be channelled. the water lies still and blue. Expected outcome The plot will probably unfold one way. When the Doctor and his companions arrive and begin to explore their surroundings. Most of the Daleks meet their doom falling over a cliff to their destruction. If that doesn’t give them cause to worry. MAPS Map 1: schematic view of links between scenes. Each map for a scene is divided into areas if it is expected that detailed action needs to be resolved during a scene. Map 2: the beach. at least so the Daleks can report to the Emperor Dalek on Skaro. leaving it to drown when the tide comes in. one character. confident that the Athenosians will bring any news of strangers to the high priest. Either by hiding in the next offering of taranium ore. Wisps of smoke rise from the panels. the Doctor can deduce that a thermal cutout has switched in and 141 . The regressive colonists regard the Daleks as messengers from the gods. pursued by surviving Daleks. arrived on Athenos some 50 years too early. at the same time the Doctor and the remaining companions discover the dead body of Hynossos and are captured by an Athenosian patrol and taken to the village for judgment to be passed. finally repaired. In the meantime the Daleks are waiting for the moment that the Doctor arrives. just inviting a weary traveller to take a dip. will encounter Hykronos. deduces that the Daleks are extracting taranium. takes off ready for the next adventure.DOCTOR WHO — TIME LORD Dalek scientists have been able to predict a future time-space location of the Doctor: the island of Athenos on the planet Hellas. nothing will! SCENE 1: ARRIVAL The tranquil peace of an island paradise is shattered as the TARDIS materializes on a beach of brilliant white sand. Map 6: the chase. the Doctor heads through the jungle. and explains why Hynossos is dead. Either he fixes the Daleks’ time engines and sets the craft in motion in a time loop. Hykronos waits for the right moment to release the time travellers. refined by the Daleks. Map 5: the Dalek capsule. the central console emits a loud and nerve-shattering bang. and the ship crash landed. If the characters voice doubts. or he arranges for it to take off and explode safely out of the way of the planet Hellas. The taranium was then exhausted to send a small Dalek time capsule and a suicide force to this location to set a trap to capture and eradicate the Time Lord. through the settlers’ transition to ‘new Greeks’. on the beach side of the reef. In the meantime. however. The Doctor should realize he is facing the Daleks. All this is apparent on the TARDIS’s scanner. now disguised as a Grecian temple. Escaping through the observation hatch in the top of the craft. towards the TARDIS. The Dalek capsule. Out to sea. but quickly disperse. Hellas has one bonus: it is a source of a taranium complex ore that the Daleks now demand as tribute from the Athenosians. the Doctor explores the small craft. and the extracted taranium stored ready for use when the capsule’s time engines are repaired. the Doctor and crew enter the temple. The TARDIS. Inside the TARDIS. The schematic map is deliberately vague: the characters are unlikely to map their progress through the jungle — captives are not going to be able to do so — and to an extent it isn’t important. Left with only the Red Dalek to defeat. A junior technician Dalek is currently doing all it can to get the capsule fully working. Map 3: the village prison.

after 10 turns that it hurts. each island or kingdom of islands is analogous to an independent Greek state. Attacks continue even if the character leaves the water. Whichever method is used. Allow players to send their characters in different directions. are generally peaceful. Tell any character who enters the water that it feels surprisingly tingly against the skin. after 10 turns it is 2 and so on to its maximum of 5). The TARDIS is immune to the effects of fluoronic acid. After an hour or so (four research turns) it is difficulty 7 against Awareness to notice on the monitor that something is different: the sea is much closer and the tide is quickly coming in. This encounter is not intended seriously to injure any character: it is a clue. to recall its political status is difficulty 9. Electronics is applicable). if the companions are determined to stay in the TARDIS. SCENE 2: ON THE BEACH The real world lives up to the scanner’s depiction of a tropical paradise. it is difficulty 10 against Knowledge to extract a minor but useful piece of information: that the sea is a weak fluoronic acid that can penetrate and attack organic materials at a molecular level. although the Doctor may feel safe. Doctors who are prepared to (not the first or second incarnations!) use the TARDIS computer and apply data from sensors can extract this information (difficulty 7. however. and has a corrupted Greek name (other kingdoms. He will then know he has landed far in the future along his time stream. The difficulty of noticing this reduces by one for each research turn that passes. diving masks. The people. Keen Sight is applicable) will see the Doctor is looking at a soot-coated circuit that has undoubtedly seen better days. out of the TARDIS. divide your time equally between them to avoid players becoming bored. They should get the hint and leave! Any character who takes a shower immediately nullifies the effect of the fluoronic acid. The dilute fluoronic acid counts as a slow poison. there is a chance each research turn. Strength 5. It is difficulty 5 against Awareness to see the figure — who is the slightly curious Hykronos. During this time. if the Doctor can beat a difficulty of 5 with his Awareness. After 5 turns’ immersion tell them that it irritates. although the slightly alien sounds of the island’s birds and the rasping susurrus of insects makes it seem rather unearthly. At the end of every 5 turns immersion. lay out some telephone notelets or beer mats to represent the areas in Map 2 (don’t point out the quicksand!). or snorkels. The TARDIS has landed on Athenos. The Doctor and his companions have two choices: they can sit in the TARDIS and wait (1A). or go out and investigate the apparent paradise outside (Scene 2).. cannot easily be lured from the jungle — he’s had his fill of messengers from the gods for a day — but may well lure a hotheaded companion. (If you put players in separate rooms to deal with their characters’ explorations separately. Computing is applicable). The Doctor and his companions should be encouraged to explore their surroundings. the cliff or the jungle.. they can even elect to go for a swim or sunbathe! 2A: In too deep The TARDIS will be able to furnish any companion with swimming costumes. Hykronos. up to a maximum of 5 turns later. could be Thebos. that a companion may notice movement in the jungle.DOCTOR WHO — TIME LORD that all he needs to do is wait for a few hours everything’s cooled down a bit (difficulty 6 against Knowledge. Rivalry between kingdoms is intense and it would take a planetary catastrophe for them to unite. Its inhabitants are regressive Earth colonists who once abandoned technology for the simpler. philosophic life of Ancient Greece. the villagers will in due time troop down to the beach and drag the TARDIS on rollers to the temple. with an attack frequency of 5 action turns. the only way is to take it to them. for example. starting with the first one after the TARDIS arrives. Spartia and so on). roll to overcome a swimming character’s Strength with the Strength of the poison (after 5 turns it is 1. Any companion who catches sight of what the Doctor is looking at (difficulty 4 against Awareness. one of many islands that make up the land mass of the largely oceanic planet of Hellas. Companions can explore the beach. if the scanner is on. 142 . however. nervous companions might panic him into leaving the TARDIS.) If players find it difficult to envisage their immediate surroundings. It is clear the TARDIS is going to be engulfed by the sea. 1A: Wait and sea If the players aren’t willing to get the adventure moving. there are no hazards to swimming bar the water itself. even if it causes a small administrative headache. catching a glimpse of a human face. such as Steven. As a last resort. The beach shelves gently towards the reef. unwittingly delivering the Doctor into the hands of his enemies. The Doctor may recall which planet he is on (difficulty 8 against Knowledge). he can even rustle up some scuba gear or breathing apparatus for no more than two people.

the character will be attacked by Hykronos. the action should move away from the body. For each action turn in which the character tries to escape. the difficulty remains constant.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 2: The Beach KEY CLIFFS Jungle. Characters trapped in quicksand will be attacked by fluoronic acid in the same way as bathers (2A). The player gets a chance to notice Hykronos’s approach. where. in fact he 143 . Difficulty 2 Wet Sand. Difficulty 3 Sea. however. however. 2C: Science lesson Fluoronic acid. in the dilution present in the sea. Difficulty 1 Quicksand. difficulty 5 against Medicine (automatic success) that although the native appears to have been killed by a fall. The main aim of this encounter is to introduce a possible ally who. when the companion recovers. 2D: Body language Whoever enters the jungle first. who has clearly fallen to his death from the top of the cliff. he will drag the companion’s body deeper into the jungle. if the character doesn’t try to escape. even at the risk of tackling a messenger from the gods. Hykronos will typically move an area away each time and still attack. once in the same area it is difficulty 6 against Control to avoid it. he will recover in time to alert the companion to the approach of the villagers. Difficulty 2 Body of Hynossos TARDIS 2B: Shore things Characters who explore the bay have a chance of stumbling into quicksand in the areas marked in Map 2. During the fight. using Awareness to beat the difficulty presented by Hykronos’s Stealth (Control 4 plus Stealth 1 equals difficulty 5). If he loses the fight. the difficulty increases by 1. On bending to examine the body closer. Hykronos will run for it. He should be kept as a free agent in the event of the companions’ capture. difficulty 10 against Knowledge. is only a mildly corrosive acid: its main features is that its molecules are small enough to penetrate skin pores and debond many inorganic substances. there will be chance to talk and convince him that the TARDIS crew are friendly. although initially hostile. the Doctor should really investigate it. which the character must beat to escape using his Move. It is difficulty 6 against Awareness to notice the quicksand (characters in distant areas increase this difficulty by the range to the quicksand). Difficulty 2 Dry Sand. He will find. simply needs winning over: if he wins the fight. can be won over. If the rest of the TARDIS crew appear. Hykronos. who sees his chance to avenge his brother’s death. urging him into hiding. leaving them to be found and captured by the village patrol. Quicksand counts as difficulty 3 terrain on the first action turn. 2E: Body unbeautiful If all the TARDIS crew stumble across the body. or nears its edges. will see (difficulty 3 against Awareness) the body of a man spreadeagled in the undergrowth: it is Hynossos. This the Doctor will know or find out from the TARDIS database or his memory.

Curse of the Cyclops Map 3: Prison KEY Guard. crowd companions and attack them with blunt weapons from all sides to knock them out. The captives are led to one of the buildings. A spring bubbles into a stone trough in the central square. with spear and knife Indoor area Outdoor area Sturdy door Walls Barred window 144 . a trail leads up through the trees to a sand-coloured temple on top of a hill. the officer will be unswayed by the companions’ claims of innocence: there is only one way the truth can be found out — by consulting the Servitors of Cyclops at the temple. SCENE 3: IN THE VILLAGE Athenosia resembles a picture-postcard village. Obvious weapons will be taken away from the captives. which is hastily barred from the outside. he will nobble the back guard and free a companion if no player character is already free. A guard is placed at the rear window. 2F: Caught out While the crew examines the body. have no weapons. This is to allow Hykronos and any free companion to prove themselves: disguised as a native a companion and Hykronos can dummy the guards.’ cries the officer in charge.DOCTOR WHO — TIME LORD died before he hit the ground: the native’s chest feels like jelly — the result of a high energy weapon. Captain Kelsyx explains he is off talk to the High Priest of the Cyclops god. they will probably be too absorbed to notice that they have been surrounded by about a dozen hostile natives bearing spears and bows. If this immediately brings to mind the Daleks. It is extremely hard to memorize the route through the jungle (difficulty 8 against Knowledge. another stands by the door. Showing abnormal intelligence for guards in a Doctor Who adventure. but a moderately well furnished. and forced to carry the body of Hynossos. If a companion is KO’d. On the far side of the village. and hardly a match for their captors. one-roomed house. Captured companions will be led through the jungle to the village. with squat. The players may choose to put up a fight. The gods will decide the player characters’ innocence or guilt. there is certainly no harm jumping to such a conclusion. If Hykronos gets the chance. the two in charge of the prisoners will not be fooled by clever ploys from their charges: if one of the companions is ‘dying’. biff them with a blunt object. don’t resolve any further attacks against him: simply have the natives bind him. Despite protestations of innocence. and marches off in the direction of the temple. ‘Murderers! Seize them. If no companion has met Hykronos or is a free agent. and rescue the Doctor and his friends. then that is his fate — it is almost certainly the fate the Servitors will decree. but they are outnumbered three or four to one. and the overflow of water seeps into the ground. Photographic Memory helps). which is obviously not a prison. white-washed one-storey buildings scattered around a central square. by all means allow one to run from the natives — to be met and captured or hidden by Hykronos. If struggle ensues.

which the companions may deem necessary to take. that their base is at the temple (Scene 4). pointing out the largest house as being slightly ornamented and obviously the most important of all the buildings. Investigating the village raises the difficulty of sneaking about to 5. the head man’s house. If the characters are free to explore. Each night. failure will alert someone to the intruders’ presence and the alarm will be raised. The baskets are easily big enough for a man to hide in. Scraping at external walls will reveal hard metal beneath: a stucco layer has obviously been applied over some alien object. Hykronos can explain more about the Servitors. Make the companions roll once each research turn they are in the village to determine whether they are noticed. Referee’s notes A map of the village isn’t important — handle any searching in an abstract fashion. in which a single blank eye is painted. leaving the Doctor in no doubt that the Daleks are at work. 3C: Search me Investigating the village is risky: there is little to be found: the Athenosians are poor. Characters will be brought by guards into the building itself at the same time as the taranium ore. to sneak through the village to the jungle. and it is quite conceivable for the characters to arrange to be hidden in the baskets and delivered into the temple. It is difficulty 6 against knowledge to remember seeing this type of structure before: that of a Dalek time ship. 3A: If in doubt. 4C: Of course nobody saw us. at the front of which four round columns rise to a triangular frieze. In return.. The two guards are each armed with a spear and a knife. Anyone snooping round the temple will be seen by Dalek security monitors: the Daleks will therefore be expecting any ‘unexpected’ visitors. and there is a faint hum in the air: it’s remarkably like being next to the TARDIS (difficulty 4 against Awareness when within one area’s range). Evidently they are craftsmen. there are few villagers about. Steps lead up to a plinth. but happy people who take pleasure in the gifts of the sea and the land. the temple looks like a simple Greek temple built out of reddish-coloured sandstone. 145 . consecrated by the high priest. the gods sometimes leave gift of metal objects. Only by entering buildings is there a chance of being noticed. The only entrance is through the columns: a tall rectangle of darkness that looks almost unwelcoming. A scuffle is bound to occur in which the guards will have no compunction about using their knives (spears aren’t practical weapons in a building) to end an escape attempt. there can be found samples of the complex taranium ore mined by the villagers (see Scene 7) as well as a metal knife made of Dalekanium — a gift from the gods for the villagers. SCENE 4: THE TEMPLE To all intents and purposes. they can discover that the temple vibrates slightly. It is difficulty 5 against Awareness for these items to be found in a 10 action turn search of the house. as most are at work in the mines.. In the largest building. like the Dalekanium knife in the head man’s house. 3B: Help.DOCTOR WHO — TIME LORD Any objects removed from the companions can be found by the prison door. then the guards on the prison will demonstrate usual stupidity and allow themselves to be fooled by the prisoners. difficulty 3 against Control (Stealth helps). and left for the gods to claim. run It is easy. 4B: We did it their way Characters that have failed to escape the Athenosians will be forcibly brought to the temple and abandoned on the steps for the high priest to emerge and pass judgment. but there is no widespread evidence of metal: spears and knives are made from sharpened shells. we’re trapped! If the companions have somehow all been trapped and Hykronos has been killed. about a dozen baskets of ore are delivered to the temple. 4A: In with the in crowd One way to get in ‘unnoticed’ is to hide in the large baskets used to deliver tributes of taranium ore to the gods. and that they need some material from the mines (Scene 7). Or you could play the adventure this way and allow Hykronos to enter at a vital moment and knock out a guard from behind.

ensure that Hykronos is the one who gets hit!) 4E: The only way is up There is only one escape route for the Doctor: into the Dalek time capsule. any Dalek that fires with a blocked gun is destroyed — and the first Dalek through each door should fire and be destroyed! By this time the companions can seal the doors against the Daleks (who will cut their way out of the main temple door to escape themselves). sealing the doors against his enemies. The Daleks. which has a lift to the roof (the way out). 146 . the deck above is the observation deck. While in the time machine. (And if the Daleks do get the courage to shoot. the Red Dalek knows the characters are there and will take a few seconds to identify the Doctor or his associates: either he will deliver a staccato ultimatum to hand over the Doctor or he will pronounce the Doctor’s death sentence. The level the characters enter is the control deck: the deck below is the stores.. taranium ore is being refined and stored ready for the junior technician Dalek to get the time engines working. leaving only a short time for the Doctor and company to leave the ship by the observation chamber and clamber down the temple’s outside wall. they will run into the escaping Daleks and be pursued through the jungle (Scene 7: The Chase). nor would they be able to get their mined ore back to Dalek Supreme. To do so invites disaster: the phosphorescent ore could produce an unpredictable time implosion. In the power rooms. however. he is saved. The characters must act quickly: the Doctor must come up with a good reason for the Daleks not killing him (by all means make the player who controls the Doctor sweat a bit!). Two pepperpot shaped doors rise in the opposite wall. But from behind. This Dalek is hard at work and absolutely no threat as it has a claw and sucker arrangement instead of a sucker and gun in its manipulator panel.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 4: Temple KEY Indoor areas Pillars Offering of taranium Main temple door. What happens next largely depends on whether the characters are captives or voluntarily in the temple. the Doctor can sabotage it to destroy it safely and whichever Daleks are present. will not open fire while the characters are near the taranium ore and the ore is in the ship. The Doctor can arrange to destroy the ship by repairing the time engines and setting it to take off and explode in the time-space vortex: an explosion can be triggered by hurling the poor technician Dalek into the chute leading to the taranium refiner. however. labs and power rooms. If the Doctor realizes this. surrounding the characters. They fan out. In essence. provided he keeps the ore next to him.. trapping the characters inside. shut to trap characters Concealed doors to Dalek capsule 4D: Temple fortune Once inside then temple. of course. any Dalek looks dangerous. and three Daleks glide out of each one — including the Red Dalek. the door to the outside world will be shut. stranding everyone present in time and space — the Daleks couldn’t even be sure they would exterminate the Doctor. taranium ore can be shoved into the barrels of the Daleks’ guns (difficulty 7 in hand to hand combat. There. As a defence against pursuing Daleks (one through each door).

Dalek lifts are panels set into the floor and are not immediately noticeable: it is difficulty 4 against Awareness to see them. at the centre of which is a lift system. and difficulty 6 against Knowledge to operate them. the control room and the escape route through the observation deck. scanners. Invent scenery as necessary: store rooms are uninteresting: what is important is the power plant room.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 5: Dalek Time Capsule KEY A Lift service platform — runs throughout the capsule A Observation Platform Physical observation deck and escape route! A Observation Deck Monitoring equipment. 147 . tracers and so on Entry point from temple A Control Deck Assorted Dalek control panels Entry point from temple P S S S A R P R D R Power Plant & Stores All areas are accessible from the central core: R Ore refinery P Plant S Stores D Dalek technician 4F: The time capsule Treat the Dalek time ship as a simple cube on three levels.

it ends with a drop down a cliff! This is intentional: companions that make it to the cliff edge can hide behind trees ready to push any Dalek off the edge. each D = one Dalek Initial Dalek positions KEY Jungle area. arrive midway through chase Area containing Daleks. or he might use the taranium ore to construct a MacGuffin capable of temporally displacing the Daleks. Whether the Doctor relies on his ‘infallible sense of direction’ (difficulty 3 against Awareness) or the companions use a direction finder to pinpoint the time ship’s location (difficulty 4 against Knowledge). thereby providing a means of destroying their pursuers. Be prepared to respond to the players’ ideas. the Daleks should pursue the Time Lord and his companions through the jungle to the TARDIS. SCENE 5: MAKE IT MINE The taranium mines are not a vital part of the adventure. difficulty 2 D TARDIS 148 . therefore they should not know that although the line they take to the TARDIS is indeed the most direct one. say. While doing so they can witness the Daleks in the outer area trying to cut through the external door to escape (the Daleks know they can get through this door quickly — cutting through the Dalekanium doors into the capsule proper is out of the question. SCENE 6: THE CHASE At some time near the end of the adventure. arrive midway through chase D C L I F F 20 areas D D D D Dalek reinforcements. The mines are open cast. but the Doctor might prefer to visit them. playing on the lack of reward for all the effort. The taranium ore is very low yielding and has phosphorescent properties: it glows visibly in dim light. Curse of the Cyclops Map 6: The Chase D Dalek reinforcements. to obtain materials or examine the ore that the Athenosians are extracting. Neither the companions nor the Doctor will probably have had time to find their way about the island. probably after the Doctor has arranged for the Dalek craft to be destroyed. Each day the extracted ore is delivered to the temple in the evening. It is completely harmless. 5A: Open choice The Doctor might raise the Athenosians against the Daleks. start the chase about 20 areas from the TARDIS. and basically the 40 or so workers just hack away at a cliff with tools given them by the Daleks (pick axes with carbide-tipped Dalekanium heads). possibly with radioactive properties!? A player who tries hard enough might well persuade the miners that the Servitors are not what they seem. Inventive companions may use vines in quickly improvised traps in order to snare and then catapult the metallic monsters over the edge. but would any scientist trust a glowing ore.DOCTOR WHO — TIME LORD The characters should feel under pressure to disable the capsule and get out in a short time. But the Athenosians are fond of their gods: only Hykronos knows of their evil and will speak against them.

No Dalek can fire at a companion who is climbing down the cliff — its gun cannot be pointed at such a severe angle. FRIENDS AND FELONS Daleks The exact number of Daleks in the adventure is up to the referee. seeming as if to head off the companions from their goal.’ at which point their speech circuits give up in a sort of whining fade. No Athenosian wears armour. then Strength against the Dalek’s Weight to force it over the edge. ‘Search and destroy. Eight Daleks. Place one or two Dalek counters on each flank. metallic looking hair and well tanned skin: they have mutated slightly from their original human stock to adapt to the environment of Hellas. The companions typically see only six at any one time. Daleks trapped in quicksand should emit puffs of smoke and screech. there is a drop of about 10 vertical areas to the beach. SCENE 7: DEATH TO THE DALEKS Once the companions reach the TARDIS they are safe. As the characters run towards the TARDIS.. any surviving Dalek. lay out more notelets or draw more areas to fill in the terrain. trapping the Dalek until the tide comes in and drowns it. adding generous bonuses for drop kicks (+2 general modifier) or for using vines. at the end of the action turn — in effect. the Daleks have just moved into sight that turn. or to climb down the cliff using the vines. armed with spear and knife (both count as edged weapons. At about the halfway point. Or. Action turn one now begins: ask the players what their characters are going to do. They are immune to the effects of fluoronic acid. the Doctor and company could make water bombs and attack any surviving Daleks. cannot mooove. The climb is difficulty 2 for each vertical area — characters may use either Control plus Mountaineering or their Move to make progress.’ Jungle counts as terrain of cumulative difficulty 2: it is difficulty 2 to move one area. search and destroy. allow some Daleks to move into the same area as each other and use group fire to make their guns more devastating. Roughly work out 20 areas distance and place a notelet to represent the location of the TARDIS — do not tell the players there is a cliff in the way. Any Dalek that topples is destroyed on the beach below (no need to roll).DOCTOR WHO — TIME LORD 6A: Handling the chase Either draw on paper or set up nine telephone notelets or beer mats to represent the areas given in Map Six. and difficulty 6 to move three areas. They typically wear simple white kilts or tunics and sandals. Athenosians have fair. inflicting 4 Wounds). If they wait long enough. one of which should be the Red Dalek. The TARDIS will be fully operational — and Doctor is free to leave — once the Dalek menace has been dealt with. to worry the Doctor in the chase scene. realizing the potentially incapacitating power of fluoronic acid on the living creature inside a Dalek shell. although they should deal with any surviving Daleks. Warriors should be treated as Ancient Worlds soldiers in the rules. In essence. will get to the beach in time to be bogged down in quicksand. ‘Cannot move. some Daleks need to escape the capsule before it is destroyed. usually just the Red Dalek. Continue the chase until the companions suddenly realize that although the TARDIS is only a few areas away. and allow the players to place their characters’ tokens in any area they wish. all of them speak perfect English. To allow the Doctor to see the end of the Daleks. a few others need to come in from other parts of the island. where they have been stationed on patrol. 149 . including the Red Dalek should be enough: use the statistics in the Time Lord rules. ready to push Daleks off the edge. takes 20 action turns). the first Doctor can run at only Move 3. two areas distant from the companions and one area ahead of them. cannot moove. panic-stricken. where the fluoronic acid in the seawater will make short work of its electronic circuits. At this point their options are to stay and hide. you could force a quick electronics repair on him before the TARDIS will take off (difficulty 6. If the companions get too cocky. Daleks have Move 2 and are at a considerable disadvantage because the referee must roll each turn to see whether they can move even one area! Daleks will generally alternate which of them tries to move two areas and which move only one or remain stationary and fire. Dalek reinforcements should arrive. use Control against the Dalek’s Defence to hit. difficulty 4 to move two areas. To force a Dalek off the edge.. place one Dalek token in each marked area. The acid would seep through the grilles in the Dalek’s top part and down into the creature below. and the size of the Dalek capsule suggests only a small force is present. the Daleks will all move towards the companions this turn chanting. and treat the Red Dalek as a Black Dalek. Companions are able to run at Move 4. Athenosians Humanoids in appearance. They should always try to move two areas if the characters outdistance them too much. because they cannot see that far! Use miniature figures or counters to represent the companions and the Daleks.

as messengers from the gods. and thereby learning that the gods were mere creatures. but be dismissed by his overlords to prevent him from getting in the way. If he is beaten in hand to hand combat by a companion. They are hard to incite to violence. and willing to contribute to any of the companions’ plans. his brother was hit by Dalek fire just as he made the edge. He will initially regard the TARDIS crew as enemies. but murder of their own kind is one of the few things that will provoke hostility. He has no real role in the adventure. he will know they are people he can trust — and. the two Athenosians crept into the temple the night before the TARDIS arrived and hid among the baskets of ore. 150 . bright. as he is quite competent himself. The two were chased through the jungle: Hykronos made it to the cliff and clambered down. hunting for the village as a living. High Priest The high priest is an Athenosian under Dalek mind control. alerting the Daleks to the brothers’ presence. Stealth 1 Size: 3 Weight: 4 Move: 3. Hykronos is naturally sceptical about any messenger from the gods. he will have great respect. He is resourceful. Overhearing the Daleks talking of their contempt for the natives. He speaks the will of the Daleks and calls on the wrath of the Cyclops to strike down those who might deny their godly status. Running 1. Swimming 1 Knowledge: 4. Wilderness Lore 1 Determination: 3 Awareness: 3 Daring with his brother Hynossos to look upon the secret rites of the Servitors. First Aid 1. Hykronos Strength: 4 Control: 4. more than capable of dealing with the Servitors. but if he hears them talking or theorizing about the Daleks.DOCTOR WHO — TIME LORD Athenosians try to live a Greek ideal of philosophising and peaceful coexistence. He will be present with the ore when the companions are delivered to the temple. but is a figure that the villagers respect. Unfortunately. Hynossos stumbled on leaving the temple. the two ran to reveal their secrets to the village.


Anyone with a job that requires conspicuous bravery. If the referee beats the player after a struggle. say three times a week. Knowledge Knowledge can be gauged by the education a player has received. Determination Most players will have Determination 3. There is an advanced character creation system in Appendix 4 (page 159). a university background counts as Knowledge 5. can be unsettling both for the player and his friends. Size Male characters will usually be Size 3. it is possible to do so in TIME LORD. Give any player who regular exercises or plays sports.DOCTOR WHO — TIME LORD APPENDIX 1: CREATING COMPANIONS The easiest role for anyone to play in any role-playing game is himself. education to age 16 counts as Knowledge 3. female characters will usually be Size 4. 152 . a player who is easily beaten has a Strength of 2 less than the referee’s. Move All human characters have Move 3 and the special ability of Running 1. Having someone playing himself as a character. Use the difficulty tables in Part Five along with the following guidelines to determine the common abilities of a player as a character. the referee. the referee. the player needs to be more stubborn than the average mule. Control 4. This background will help you decide the appropriate level of his abilities in terms of the TIME LORD game. a thickset build coupled with great height deserves Weight 5. An evenly matched referee and player have the same Strength. Well-travelled. It should not break out into a war of words about a character’s abilities. An average person has Awareness 3. an averagely built person should have Weight 4. 4 for muscular and 5 for body-builder). should get Determination 4. Education to primary school level counts as Knowledge 2. have the last word in any dispute because you need to balance player characters’ abilities with those of referee characters. Creating a character is an open-ended procedure that requires the co-operation of the referee and the player concerned. sixth form counts as Knowledge 4. the player’s character has a Strength of 1 less than the referee’s. smell or hearing impairment or who communicates awkwardly should be given Awareness 2. who may suddenly learn more about that person than he might ordinarily reveal. Control Most players will have Control 3. worldwise players without formal education should have Knowledge that reflects their experience. detailing education and possible special abilities arising from sports and pastimes. if he beats you after a struggle. or players with strong oratory abilities should be given Awareness 4. and with a little help from you. Strength Give the player an arm-wrestling match after first rating your Strength (2 for puny. and should be modified according to a player’s extremes. his Strength is 2 higher. One point extra in an ability represents a considerable increase in skill and may unreasonably raise a character’s abilities above those of other. women or youths should have Weight 3. however. Weight Lightly built men. It might explain how the character comes to find himself in the TARDIS. Awareness Anyone with a sight. Track and field athletes should be given Control 5. Exceptionally observant players. Size reflects both bulk and height. You. You. To get Determination 5. such as a fireman or a soldier in a bomb disposal squad. technically more competent people in the game world. the player should write a one-hundred word to two-hundred word resume of his background. but notable cowards. particularly nervous people or anyone who cannot kick an addictive habit such as smoking for more than a day should be given Determination 2. decide the actual values. his Strength is 1 higher than yours. 3 for average. First. In a way it is more challenging and interesting to get players to generate themselves as characters and have each of them play someone else. the referee. If he easily beats you. applying any tests that are appropriate to determine the character’s abilities.

Determination 4. gives her the Control-related ability of Dancing 1. Her own ideas of alien lifeforms are probably weirder than the real creatures and the universe holds few terrors for her. Tone down values that seem excessive. Ignore any ability for which the player has received less than a month’s full training or for which he has less than three years’ on-the-job experience. for example. Awareness 3. Move 3. dark brown eyes and straight. The equipment they have will be whatever they are carrying in their pockets when the character is generated. She is determined to control her own music and image and has learned how to use complicated electronic recording and mixing equipment. a Strength 3 or Strength 2 character should have Cheat Death 2. picking the special ability of Independent Spirit 1. picking Sense of Balance 2. Weight 3. based on three years’ composing and singing. decides the quality of her voice is such that she deserves Singing 2. The referee may give each character up to two points to be assigned to unique special abilities: a player might choose to assign the points to one or two special abilities. however. sampler and computer. most people will need only 1 point. Iron Constitution. should be given Cheat Death if his Strength is less than 5: a Strength 4 character should have Cheat Death 1. the Knowledge-related abilities of Computing 1 and Electronics 1 and the Awareness-related abilities of Musicianship (keyboards) 1 and Singing 1. The referee gives her the following common abilities: Strength 3. shoulder-length black hair. ALISON — A SAMPLE CHARACTER Alison is a 20-year-old singer and dancer from 1991 London who is on the verge of breaking into the music industry with a unique blend of rap and bubblegum pop. she stumbled into the TARDIS while mistaking it for a part of the set for a promotional video. much of her work is composed at home using a keyboard. or Iron Constitution 1 with Con 1. skills appropriate to his background and training. Go through the list of abilities provided in Part 3 and decide whether any are appropriate to the player’s written background. Her hordes of admirers warrant the ability of Striking Appearance 2. but give each character some speciality that will prove useful on his travels with the Doctor. If the player has five times this amount of training or experience. Where is that baby now? 153 . A character. She also gains the Strength-related ability of Cheat Death 2 and the Move-related ability of Running 1. A player should justify any particularly odd special ability that he wants. She has an attractive. however. Control 4. Size 4. to her. Any special ability which meets these minimum requirements can be assigned a value of 1. adventuring in the TARDIS is fun. round face. assign the special ability a value of 2. rapstrix Betty Boo had a quirky video to her song Where Are You Baby? from which all the notes concerning Alison gain their inspiration. Her career. Wearing purple and silver futuristic stage clothes.DOCTOR WHO — TIME LORD SPECIAL ABILITIES A character is made unique by his special abilities. Keen Sight and Bench-thumping. Alison’s player decides she wishes to enhance her strong will with the one point the referee allots her. Only characters with very few special abilities should be given 2 points. Ordinary people are unlikely to have many of the quirky abilities such as Cheat Death. Remember that player characters are ordinary people: they are not superhuman. Knowledge 3. The referee. She has no equipment — her stage costume was not designed to be practical! Author’s note for the curious When Time Lord was originally written.

His character is assumed to be pulling his blows to avoid permanently harming his opponent. so they should be genuinely concerned if he is gunned down. Safe combat creates a feeling of uncertainty. any excess cannot be used to treat the other type of injury. No one will know. In safe combat. A character heals Shock at a rate equal to his Strength for every research turn of rest or inactivity. Blasters that are found by player characters must first be understood to change the settings. Referees who wish to use a combat system that allows characters to be knocked out but not wounded by blows from fists and blunt weapons should use the rules for safe combat. for example. however. a player should state at which level the blaster is set and whether it is set to kill or stun. such attacks inflict Shock equal to the number of Wounds the weapon would ordinarily make. Before firing. In this way it is possible for a Dalek gun to deliver 1 to 8 Wounds or 1 to 8 Shock. Healing Shock damage heals far faster than Wounds. Instead of inflicting different amounts of Wounds when set to stun or kill. First Aid. A Strength 3 character who had taken 4 Shock would have only 1 Shock after one research turn of rest. The character who applies his healing skills must decide whether his treatment will heal Shock or Wounds. EFFECT OF SHOCK Shock acts as Wounds for the purposes of getting through armour. usually inflicting 3 Wounds. an attack with a blunt weapon. Shock injuries make it difficult for a character to regain consciousness. A Dalek gun usually inflicts 8 Wounds when set to kill and 4 Wounds when set to stun. a blaster inflicts its maximum Wounds when set to kill and the same amount in Shock when set to stun. overcoming Strength and recovery. First Aid or Medicine can be used to heal Shock damage in the same way as such abilities are used to heal Wounds. 154 . A fist attack that inflicts 2 Wounds.DOCTOR WHO — TIME LORD APPENDIX 2: SAFE COMBAT Basic combat in TIME LORD makes no distinction between lethal blows and non-lethal blows. It is highly recommended that these rules be used because they reduce the severity of Wounds inflicted on characters and so prolong characters’ lives. Any blunt weapon. BLASTERS AND SHOCK Blasters become far more flexible and potent weapons with Shock damage. could be used to make a knockout attack that inflicts 2 Shock. seriously wounded or dead depends only on the number of Wounds he has taken. typically 6 to understand an Earth-built blaster or 8 to understand an alien one. could instead inflict 3 Shock. In the Wounds boxes on the character sheet. for example. mark genuine Wounds with a W and knockouts with KO to differentiate between the type of injury. All are in keeping with technology in the DOCTOR WHO universe. may be applied once to Shock and once to Wounds. Instead of inflicting Wounds. does not count towards death and no character can be killed by Shock damage: whether a character is considered lightly wounded. The difficulty of understanding how to use a blaster is the Knowledge required to build such a device. A character who has taken 3 Shock in effect has taken 3 short-term Wounds as far as recovery goes. because players will not know whether an attack against them is going to be lethal or just knock them out. Shock. natural weapon or blaster can be used to make knockout attacks. however. either as Wounds or Shock. OPTIONS The following options for safe combat are recommended to referees who wish to broaden the scope of blasters as weapons. The referee should decide before the game starts whether these rules will be applied. Variable power blasters The flexibility of blasters as weapons can be increased by allowing them to inflict any amount of damage from 1 to their maximum. Referees should use safe combat to enhance the dramatic tension of an adventure. it inflicts 8 Wounds when set to kill and 8 Shock when set to stun. Any player who wants to make a knockout attack must tell the referee before resolving the attack (the referee does not have to tell the players whether attacks from referee characters are lethal or knockout!). but heal faster than Wounds. otherwise such weapons by default are set to maximum Wounds. whether that blaster aimed at the Doctor is set to stun or set to kill: characters need the Doctor alive if they are to escape in the TARDIS.

For the first five action turns. Broad beam stun is particularly useful to enemies of the Doctor because it gives them a better chance of hitting him. On the sixth turn of firing. forcing them to take cover. Power The power of energy weapons is finite and it is possible that they will run out through continued use. Each time the blaster is fired counts as a cumulative ability of 1 which is used to test whether the blaster runs out. Any blaster set to stun reduces the difficulty of hitting a target by 1 owing to the indiscriminate nature of the energy beam. the referee rolls the dice to try to beat a difference of 4. 155 . broadening the beam of energy emitted by the weapon. especially when combined with group fire.DOCTOR WHO — TIME LORD Broad beam stun Setting a blaster to stun diffuses the energy it emits. To add to the uncertainty of using blasters. Jamie picks up a blaster from a fallen space marine and fires at his pursuers. Jamie can fire without fear of the gun running out. each one should be assigned a charge rating: this is the difficulty of it running out of energy and can be any figure from 1 to 20. If he succeeds. The blaster runs out if the referee beats the difference between the number of turns the gun has been fired and the charge rating. The referee decides the gun is half charged and gives it a charge rating of 10. the cumulative power ability reaches six. the blaster runs out and Jamie must look for another weapon.

In practice it means characters will comfortably be able to do something at the limits of their abilities (a difficulty equal to the ability) and have an evens chance of succeeding at something one higher than their abilities. whether it is a sabre wielded by a British light dragoon of the Napoleonic Wars or the two-handed broadsword of a medieval knight. Some people. We hope to have erred on the side of description of characters and aliens rather than numbers. The more I playtest the system. it is also important that few if any Earth weapons should remotely endanger Daleks. like rolling dice and it is quite possible to play TIME LORD this way by always giving characters difficulties to beat that are greater than their abilities. For the sake of stats fans. Inspiration strikes writers and designers in the weirdest places. quickly became involved in the project. and who has curbed my wilder excesses — excesses that might have seen the porcelain vase of flowers among the deadliest hand to hand combat weapons in the universe! Both of us knew that if TIME LORD were to appeal to most DOCTOR WHO fans. because we believe the enjoyment of role-playing comes through doing. are details of specific weapons. Such a mechanic assumes that the players will choose the best character for the job — if they do so. Mechanics that intrude on play are largely unwelcome except where rolling the dice creates dramatic tension — the points in an adventure where the players believe their plan depends on the success or failure of one person or gadget. rules should be transparent to the players of a role-playing game. On a scale of one to ten that embraces the minimum and maximum values in the universe. the happier I become with assumed levels of competence as a game mechanic: the story. In the context of the DOCTOR WHO series. becomes the driving force of the game. Yet the idea of characters automatically being able to succeed at tasks they were competent to do appealed and was carefully placed in my mental filing cabinet. Peter. It is primarily intended for fans of the DOCTOR WHO television series. We also wanted to encourage role-playing rather than rule-playing — the optimized rule-bending that sadly afflicts many role-playing games. 1.DOCTOR WHO — TIME LORD APPENDIX 3: DESIGNER’S NOTES FOR ROLE-PLAYERS Experienced role-players have probably noticed that TIME LORD omits certain elements that are common to other role-playing games. 33%. But because TIME LORD uses one simple mechanic — beat the difference — consistently throughout the game. too. generated by the referee as well as the players. which I chose to treat generically. but at the time I had no more idea of how to put them into effect than she did. the odds of beating differences of 0. not the accumulation of abstract numbers of points. so some compromises have had to be made. are described by type with limitations on their use. yet still be able to cope with the complex situations that role-players will inevitably hurl at the system. Increasing a difficulty by one therefore has a marked effect on the odds of success. and a sword becomes simply a sword. and the notion of the subtractive six-sided dice system that TIME LORD has put into practice was no exception: the place and time in question was leaving the steamy confines of a bathroom in mid-winter. It is Peter who ensured TIME LORD continued to head in the direction in which it was intended to go. Ultimately. or any other warlike alien species. rather than letting even the most cack-handed character have a go. Now. therefore. and to prevent a mad rush for calculators. of course. 16% and 5%. Such omissions are quite deliberate! TIME LORD is intended to be easy to learn and easy to use. and those that exist are largely for the benefit of the referee. some three years later. Out went character progression systems and character generation systems. Cybermen. because a proliferation of tabular information cannot easily be absorbed. many tables become redundant. 55%. There is also a noticeable famine of tables. Weapons. success will usually follow. 2. I have concentrated on providing only those tables that are essential to the running of the game. This decision is quite deliberate: anyone who is attempting a task whose difficulty is four higher than his ability is attempting virtually the impossible as it is given that the game assumes complete competence 156 . the rules had to be easy to understand. however. only the difficulties tables are needed to drive the system. No one has a chance of success if the difficulty is five or more higher than his appropriate ability. and perhaps one day may materialize in a volume called TIME LORD COMPANION. one gun is very much like another. Besides. Gone. we saw an opportunity. not all of whom will be familiar with the way a role-playing game runs or works. TIME LORD’s co-designer and an old friend and colleague. But beneath the simplicity is some cunning mathematics behind the odds of success. Gail Baker first provided the idea of levels of competence as a general game mechanic. Conversely. TIME LORD is reality. DOCTOR WHO hadn’t been grafted onto the rules. and the game was in danger of remaining a private system played by only one group of people. At the time. Too many tables can be as much a disservice as too few. Ideally. by setting difficulties at levels below most of the characters’ abilities it is possible to play a game of TIME LORD without anyone but the referee rolling the dice — as near to a diceless role-playing system as I believe it is possible to get yet still presenting a viable rules structure that will settle arguments. But with US company FASA’s licence for a DOCTOR WHO roleplaying game set to expire. 3 and 4 are respectively 83%. Such details are for those people who master TIME LORD as it stands. I wanted to de-emphasize the role of combat in the game.

Dave Morris. nowhere does this effect show more than in TIME LORD’s rules for combat. If he chooses to keep the Daleks. companions. Murray Writtle and Emma Sansone whose own rule systems have given me much to think about and digest before I dared write my own. Paul Mason (as Sergeant Benton) and Rachel Hopkins (as Liz) tested a very different system. All the information about the Doctors. and that ordinary people often have no chance of success. not heroes. The referee has a most useful tool here: the group fire rule. but the short lives of Katarina and Sara as well as the impressionable nature of Kamelion make them unsuitable as player 157 . Dave Morris (the first Doctor). Should the characters confront the impossible. Thanks too must go to Pete Tamlyn. these creatures become the deadly aliens they occasionally appear to be. Paul Mason (yet again!). the average Dalek hasn’t a hope of hitting the Doctor or his companions provided that the characters dodge. Those role-players who believe characters should always have a chance of success should remember that most companions in TIME LORD are no more than ordinary people. but it happens in the series. being able to put down an opponent and yet not reveal whether a blaster was set to kill or stun serves to increase the tension in the game. Look at the series and see how it works. Jamie Thomson (the spider-infested Captain Jameson) and James Wallis (Vicki). not real life. FOR DOCTOR WHO FANS Many fans will probably be wondering how accurate is TIME LORD. Sharp-eyed fans will have noticed the absence of three characters sometimes considered companions of the Doctor and whom we regard as only supporting characters: Katarina. Simultaneous combat means the players must trust the referee not to take advantage of their situation — and a reasonably competent referee doesn’t need to — but it also cuts down on bookkeeping. By choosing to shoot individually at a separate target. or by forgoing group fire. It is partly the reason why I opted for simultaneous combat rather than an initiative based system. Although I have said combat is not the main purpose of the game. therefore. In combination with the referee’s tools of decision and difficulties. far earlier in time Mike Cule (as the third Doctor). Theory is all very well. Peter and I have watched almost every surviving episode of the programme — our notes alone are equivalent to another volume the size of TIME LORD! Even precious. Mark Pawelek (James Wallis). the Trojan slave girl. Paul Mason (Steven Taylor). And far. TIME LORD. Some information. Patrick Troughton and Jon Pertwee and it is perhaps inevitable that our strongest impressions come from these eras. the universe. It also conveys the spirit of script immunity that so many of the Doctor’s companions desperately need. It is perfectly possible in TIME LORD for two opponents to knock each other out at the same time in hand to hand combat. If there has been more than one version of something in the series. Patrick deserves special mention for reading and criticizing an early draft of the rules. it reflects what happens in the television series. aliens and enemies is taken from the series. Peter and I have chosen whatever is best for game play. TIME LORD is primarily designed as an effect game: its intention is to recreate the effects of the DOCTOR WHO universe. quite simply. may be contrary to popular belief or modern usage. is a rule book and must impose some sense of authority. for the sake of providing information that players will surely ask. Only by accident has anything crept in from the novelizations or Jean-Marc Lofficier’s virtually indispensable reference works. as well as testing them almost to destruction. Together. It is also perfectly possible for two lines of enemy soldiers to fire at each other at only short range and miss. Again it sounds ludicrous. but it takes playtesting to check whether the rules work in practice. security agent Sara Kingdom and the shapechanging robot Kamelion. Life.DOCTOR WHO — TIME LORD at difficulties less than his ability. Thus it is that we chose to detail the Cybermen that confronted the second Doctor — the time we believe they were at their scariest. What matters is the speed at which unconscious characters recover. And here the referee can assure the speedy dispatch of unimportant referee characters simply by assuming they do not dodge. we have invented tiny pieces of history: true aficionados will doubtless have fun wheedling them out. The answer is. however. in clusters of five and use the group fire rule. none of which I’m glad to say has made it into TIME LORD. TARDIS is clearly defined as Time And Relative Dimension In Space in An Unearthly Child and we have kept to this definition despite its frequent corruption to ‘Dimensions’. The spellings of names have been taken from the programme credits on screen. they need to find either a way round the obstruction or someone to whom it is not impossible. too. In some cases. My playtesters (and the characters they played) were Patrick Brady (himself). We apologize to fans for these characters’ absence. Marc Gascoigne. Ludicrous as it sounds. which I regard as the only accurate source of official information. say. and so you will find Brigadier Lethbridge Stewart instead of his hyphenated modern-day equivalent. as accurate as the television series itself. previously lost stories such as The Ice Warriors have somehow come our way. and the DOCTOR WHO television series frequently demonstrate this fact. To my mind the game works best when the safe combat rules in Appendix Two are added. Our own bias will surely show as well: the Doctors of our childhood were played by William Hartnell.

Ian Marsh Putney. besides indulging ourselves. Researching the programme has shown the strengths and weaknesses of all the Doctors and his companions. It has also created a strong attachment to all of them. My undying thanks go to Richard Devlin and the network of fans who have kept available one of the finest science fiction series to appear on television. Kamelion — who is no more than a cipher — is limited in his potential. comedy. But we have heeded the polls and included most of the popular monsters. horror and science fiction the series has encompassed over the years. and what a fine mix of drama. the accuracy of this book would have been in doubt.DOCTOR WHO — TIME LORD characters. June 1991 158 . Similarly. even as a referee character. Without you. the number of aliens and villains has been limited by the space available: alone they are worthy of a separate book. Perhaps this accounts for DOCTOR WHO’s longevity. Spread the word. But most of all it has shown us what a strong team the first Doctor has when the programme first started.


TIME LORD originally presented only scanty guidelines on creating companions to adventure with the Doctor, for two good reasons. First, for a beginner’s role-playing game it seemed advisable to present characters that could be quickly given out ready for play; character creation can rather get in the way of welcoming newcomers to what is a rather unusual pastime. Second, the whole prospect of designing a comprehensive character generation system for Time Lords as a race, human companions and sundry aliens and robots was rather daunting and threatened to consume too much space in the book. Such a system might also be rather complicated for a newcomer to role-playing to understand. A third, and not so good reason, was that as the author of the rules system, I hadn’t much idea how to go about it! I believe I have already said that inspiration strikes in the strangest places. Well, it has happened again, and now you will all know what thoughts disturb the mind of one commuter as he contemplates wind-swept Earlsfield station in the early morning. One obstacle to the character creation system is that I wanted to use the consistent dice-rolling mechanism of the whole game in some way. Uniform systems are all very well, but they can also be a pain in the game designer’s neck! None the less, the dice are used to provide a variable element for each character. The final note I have to say about character creation is that companions are not superheroes. Although some of them may be quite competent in certain areas, in general a companion is just an ordinary person who has found himself or herself caught up in the Doctor’s adventures. This character creation system is intended to create such ordinary, human companions to accompany one of the existing Doctors; it has no ambition to be anything else.

There are two ways of shaping a character. First, you can imagine a person, his background, how he will react to certain circumstances, and his likes and loathings and then tailor the numbers to fit this concept. Second, you can work out all the numerical information, assign common abilities and pick special abilities, using such gamerelated material to help envisage the character as a person. Either way is satisfactory. If you are stuck for ideas, try modelling a companion on one of your friends or a well-known actor. As a player you have a free choice whether your companion is young or old, male or female, and which time period the character belongs to — there are no rules here to help you decide these factors! The only limit is that the character must be human and of Earth origin (descendants of space colonies are all right, too).

Each player starts with a number of points with which, in effect, he buys the character’s skills. As the procedure involves juggling numbers, a pencil and paper will prove handy to make notes before filling in a proper character sheet. A pack of cards may prove useful, as will be explained later.

Creating a character
Each character starts with eight abilities at 3, four abilities at 2 and eight abilities at 1. In addition, the character gains anything from zero to twenty 1-point abilities decided by the roll of the dice. These additional abilities are calculated by rolling a pair of six-sided dice four times and summing the differences of each roll — for each roll of the dice, therefore, the character gains from zero to five 1-point abilities. The result on the dice is read the same way as in the TIME LORD rules — and similarly, rolling a big difference each time is best. The best possible combination, therefore, after the dice have been rolled is a character with eight 3-point abilities, four 2-point abilities and twenty-eight 1-point abilities (the worst leaves him with only the basic eight 1-point abilities). These values are then assigned to the character subject to the rules regarding combination and limitations. The player must assign values to each of the eight main abilities, and can spend the rest as he likes on the special abilities listed in the rule book. It is highly recommended that characters who opt for low Strength acquire the Cheat Death ability at 2 points if they have Strength 3 and at 1 point if they have Strength 4.

Combining abilities
Any ability can be combined with another ability of the same value to obtain a single ability that is one higher in value. But a high value ability can never be broken down into a lower value ability. Thus, two 2-point abilities can be combined to yield one 3-point ability, but a 3-point ability cannot be broken down into two 2-point abilities. In effect it costs thirty-two 1-point abilities to gain one 6-point ability, sixteen 1-point abilities to gain one 5-point


DOCTOR WHO — TIME LORD Table 13: Minimum and maximum abilities for human companions Ability Strength Control Size Weight Move Knowledge Determination Awareness Minimum 2 2 2 3 1 2 1 1 Maximum 5 6 5 4 4 6 6 6 Notes 2 = child, 5 = strongman 2 = klutz, 6 = daredevil acrobat 2 = a giant, 5= a child or dwarf 3 = small adult, 4 = large adult 1 = crippled, 4 = sprinter 2 = primitive, 6 = genius 1 = subservient, 6 = obsessive 1 = not in tune with surroundings, 6 = sensitive to surroundings

ability, eight 1-point abilities to gain one 4-point ability, four 1-point abilities to gain a 3-point ability and two 1-point abilities to gain a 2-point ability (most cost-effective!). Thus a 3-point ability is affordable and within the reach of most characters, but to gain several 4-pointers requires careful budgeting. The best approach is to ensure the eight common abilities have values of 3 or 4, perhaps with one 5, and to enhance these with well-chosen special abilities. This way a character can get a total ability of 6 cheaply through using two 3-point abilities (a cost of eight 1-point abilities instead of thirty-two); the downside is a low general value in the appropriate common ability.

A value must be assigned to each of the eight common abilities — Strength, Control, Size, Weight, Move, Knowledge, Determination and Awareness — subject to the minimum and maximum possible values for a human companion given in Table 13. Certain values will very much shape the appearance and possible background of a character. A character with Size 5 is either a child, and must select his other background skills appropriately, or a dwarf; the character cannot be imagined as resembling an average adult human. Referees should look for such potential discrepancies in generated characters and advise the player accordingly. In addition, special abilities may not be greater in value than the governing main ability: a character with a Control of 3 cannot have a Marksmanship of 4; the maximum ability he can have is Marksmanship 3. To obtain a total ability of 7 the character must have Control 4 and Marksmanship 3.

Players with access to a number of packs of playing cards can use them to keep track of their changes in ability — about four packs will be necessary. Issue the player with cards whose numeric value is equal to the abilities of the character, using court cards as ones if there is a shortage of aces. Thus a basic character will get eight threes, four twos and eight aces. Each time the player wishes to combine two abilities, he hands the referee two equal cards and receives one higher value card in exchange: filling in the character sheet is then a simple matter of comparing remaining cards with spaces on the sheet. The referee is also completely in control of the bookkeeping, eliminating any ‘creative accountancy’ on the part of the player.

Characters start with a set of clothing and nothing else. They may, however, trade in abilities to secure equipment. None is a particularly cost-effective purchase, but then money is of no real use to most of the companions and they will be hard-pressed to find shops on places such as Metebelis 3. Abilities can also be spent to buy status, such as rank within an organization like UNIT (organizations may also require purchasing of a pass, representing membership and security vetting).

1-point ability
This will secure a trivial item of no apparent worth, or a common, everyday item for the character’s time period. Examples: a pocketful of loose change, a plain metal ring, golden star of mathematical excellence, walking stick or umbrella, a set of house keys, cricket ball, string, bag of jelly babies, pen knife.


DOCTOR WHO — TIME LORD 2-point ability
This secures a useful item of some worth. Examples: skeleton keys, hunting knife, gold jewellery, binoculars, mobile telephone, transistor radio.

3-point ability
This secures an item of notable worth or a low position of authority. Examples: hand-to-hand weapons such as a sword or mace, primitive missile weapons such as a bow, unreliable firearms such as muzzle-loading pistols and muskets, partial armour or a shield, rank of sergeant.

4-point ability
This will secure a valuable item or a position of moderate responsibility. Examples: security pass for a secret service or UNIT, reliable guns, full armour, motorized transport, rank of captain.

5-point ability
This will secure an exceptionally valuable item or a position of power. Examples: technological device of equivalent ability to the sonic screwdriver, national head of UNIT, presidency, membership of the royal family. Referees might also like to invent special devices that characters can own, for example:

Infallible firearm (5-point ability)
A revolver, automatic pistol or laser pistol that always begins any new adventure with a full magazine or charge. This makes the weapon far more attractive than the run-down or partly empty guns that characters may be forced to use in the course of an adventure.

Bullet-proof pocketwatch (4-point ability)
A one-use item that automatically stops the first bullet to strike the front of the character; the watch is destroyed in the process.

A character need not be generated using all his abilities; some may be held unspent to gain an appropriate skill when the player needs. This helps reflect an inherent talent for a subject that the character has never tackled before.

TIME LORD characters should advance their skills only slowly as gaining even one point in an ability represents a great leap in skill. To this end, at the end of each adventure, a player may make one roll of the dice to increase one of his character’s abilities by one point. If the player chooses not to roll the dice at the end of one adventure, it increases his chance of learning at the end of a subsequent adventure. The basic object is to beat the difference between the number of adventures a character has gone without making an experience roll and the desired total ability.

Patrick has Knowledge 4 and wishes to learn Cybernetics 1 after a close call with the Cybermen and a number of robots in his first adventure. He must therefore beat a difference of 4 to learn the ability (desired total ability for Cybernetics equals 5). If he waited until the end of his second adventure, he would need to beat a difference of 3.
After a player makes an experience roll, regardless of whether it succeeds or fails, the number of adventures resets to zero. Each time a character successfully makes an experience roll, the difficulty to make the next roll increases by 1. This penalty is cumulative.

Assuming Patrick gained Cybernetics 1 after one adventure and then wished to gain Cybernetics 2 after a subsequent adventure, a penalty of 1 would be added to the total desired ability. The total desired ability would be 6, but the penalty raises it so the difficulty becomes 7. He would need to complete three more adventures to have a chance at gaining Cybernetics 2, at which point he would need to beat a difference of 4. If he succeeded at this and wished to progress to Cybernetics 3, he would incur a penalty of 2, making the base difficulty 9 and requiring the completion of five more adventures before a roll could be made.
At all times the referee decides when an adventure concludes and an experience roll can be made. A character may never improve more than one ability whenever he earns an increase. Also, the eight common abilities may never be increased; only special abilities may be gained or increased.


she assigns values of 3 to Control. 1. Move: 4. SAMPLE CHARACTER: SIMONE Simone starts with eight 3-point abilities. 3 and 2. Bench-thumping 2 Size: 3 Weight: 3 Move: 4. and the experience gained.DOCTOR WHO — TIME LORD The experience roll assumes that a player is attempting to increase an ability which was appropriate to one of his adventures. She envisages her character as an enthusiastic car mechanic who loves tinkering. Determination: 3. Size: 3. She rolls the dice. if it is not appropriate. four 2-point abilities and eight 1-point abilities. Mechanics 1 and Engineering 1. Engineering 1 Determination: 3 Awareness: 3 Simone starts only with the clothes she wears. and combines the remaining three 1-point abilities with it to give Awareness 3. Size. so she combines two 1-point abilities to give a two-point ability. Weight: 3. The four remaining 3-point abilities. Bench-thumping 2. Driving 2 Knowledge: 5. She is left with eleven 1-point abilities. she believes her Awareness to be too low. and elects to take the special abilities of Cheat Death 2. The referee should keep a log of attempts made or failed. she combines twice to give a Knowledge of 5 (four 3-point abilities = two 4-point abilities = one 5-point ability. The general intention of these rules is to allow characters to pick up one or two abilities that may be useful as they become more experienced with role-playing and TIME LORD in particular. the referee should increase the difficulty of succeeding at the experience roll. Mechanics 1. On reflection. Heaven help the Doctor when she gets loose in the TARDIS! 162 . Control: 3. a value of 2 to Strength and a value of 1 to Awareness. To start. generating differences of 0. Weight and Determination. She must still assign a value to Move. which in turn is combined with the remaining three 2-point abilities to give one 4-point ability. Awareness: 1. Cheat Death 2 Control: 3. gaining her six extra 1-point abilities (giving a total of fourteen 1-point abilities). Her abilities currently are as follows: Strength: 2. Driving 2. Her final abilities are: Strength: 2. Knowledge: 5.

DOCTOR WHO — TIME LORD CHARACTER SHEET NAME PERSONAL Species Home planet Native time Age Sex Description ABILITIES Strength Determination EQUIPMENT Control Knowledge WOUNDS Weight Size Awareness COMBAT Move Attack Parry Attack Basic Defence Evade Dodge 163 .

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